One-click install
npx skills add https://github.com/Probably-Group/Dev-AID --skill glsl-probably-group
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: glsl
Source: https://github.com/Probably-Group/Dev-AID/tree/main/.dev-aid/skills/expert/glsl
Command: npx skills add https://github.com/Probably-Group/Dev-AID --skill glsl-probably-group

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Provides reliable guidance for writing GLSL code that compiles across WebGL/OpenGL targets while avoiding common GPU-safety failures like unbounded loops and shader injection patterns.

Core Features & Use Cases

  • Shader authoring for WebGL and desktop OpenGL: Generates correct vertex/fragment shader structures with required precision qualifiers and version directives.
  • Security-first GLSL patterns: Prevents shader injection, division-by-zero, out-of-bounds access, and unbounded/infinite loops with concrete guardrails.
  • Reusable rendering building blocks: Covers practical GPU techniques such as noise (Simplex/fbm), post-processing effects, and SDF raymarching with bounded iteration.

Quick Start

Use the glsl skill to produce a WebGL 2.0 fragment shader that renders a lit, animated surface using bounded loops and safe precision, division guards, and gamma-correct output.

Frequently Asked Questions about glsl

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I write a WebGL fragment shader that compiles safely across different platforms?

Safe GLSL shader authoring requires correct precision qualifiers and version directives, plus concrete guardrails against unbounded loops, division-by-zero, and shader injection to ensure compile-ready cross-platform correctness in WebGL and desktop OpenGL contexts.

How does raymarching work in GLSL for interactive GPU rendering?

Raymarching in GLSL uses signed distance fields and bounded iteration loops to render 3D scenes interactively on the GPU, requiring strict operational safety constraints to prevent infinite loops and ensure portable WebGL compilation.

Can I use noise functions like Simplex and fbm in a WebGL 2.0 shader?

Yes, you can implement Simplex noise and fbm in a WebGL 2.0 shader to create noise-driven visuals, provided you structure the fragment shader with correct precision qualifiers and guard against out-of-bounds access.

What causes GLSL shader injection and how do I prevent it?

GLSL shader injection occurs when untrusted inputs manipulate shader code strings, and you prevent it by applying security-first GLSL patterns that block shader injection, out-of-bounds access, and unbounded loops during code generation.

Why does my WebGL shader fail to compile due to precision or version errors?

WebGL shaders fail to compile when missing required version directives or precision qualifiers, so generating portable GLSL requires enforcing these compile-ready statements upfront along with division guards for operational safety.