orklev2-shader

Answer questions about Orkid's FXV2 shader system and SPIR-V transpilation.

35|16|Updated Feb 10, 2013
One-click install
npx skills add https://github.com/tweakoz/orkid --skill orklev2-shader
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: orklev2-shader
Source: https://github.com/tweakoz/orkid/tree/main/.claude/skills/orklev2-shader
Command: npx skills add https://github.com/tweakoz/orkid --skill orklev2-shader

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

The Orkid FXV2 Shader System Reference helps developers quickly locate authoritative information about the FXV2 shader system, including file formats, pipelines, and runtime behavior.

Core Features & Use Cases

  • Access to FXV2 file format details, the FXV2 runtime loading workflow, and built-in shader references.
  • Learn and troubleshoot shader integration, SPIR-V transpilation, and Vulkan shader pipelines with concrete paths and examples.
  • Use Case: A developer is integrating FXV2 shaders into a Vulkan renderer and needs a single source of truth for formats and interfaces.

Quick Start

Ask questions about the FXV2 shader system and I will reference the documentation and code references listed in this guide.

Frequently Asked Questions about orklev2-shader

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

FAQPage Schema
How does the FXV2 shader system handle SPIR-V transpilation for Vulkan pipelines?

The FXV2 shader system handles SPIR-V transpilation by using the shadlang_backend_spirv backend to convert Shadlang shader code into SPIR-V bytecode for Vulkan pipeline integration. This process enables runtime compilation and loading of shaders directly within the Orkid engine.

What is the FXV2 file format and how do uniform blocks and SSBOs work within it?

The FXV2 file format defines shader techniques, passes, uniform blocks, and Shader Storage Buffer Objects (SSBOs) for the Orkid engine. These elements are parsed during the runtime loading workflow to configure Vulkan descriptor sets and shader resource bindings.

How do I integrate FXV2 shaders into a custom Vulkan renderer?

Integrating FXV2 shaders into a Vulkan renderer involves using the fx_pipeline and vulkan_fxi_load components to parse the FXV2 file format and load the resulting SPIR-V shaders. This pipeline manages shader module creation and descriptor set layout mapping for the rendering engine.

Does the Orkid FXV2 shader system require specific GLSL knowledge or does it use its own shading language?

The Orkid FXV2 shader system uses Shadlang, its own shading language implemented in shadlang_impl, rather than standard GLSL. Shadlang code is subsequently transpiled into SPIR-V for execution on Vulkan hardware through the backend pipeline.

What are techniques and passes in the FXV2 shader compilation pipeline?

Techniques and passes in the FXV2 shader compilation pipeline define multiple rendering stages and variants within a single FXV2 file. The pipeline processes these configurations to generate corresponding SPIR-V shader modules for each pass required by the Vulkan renderer.

Why is my FXV2 shader not loading correctly in the Vulkan runtime?

FXV2 shader loading failures in the Vulkan runtime often stem from errors in the fx_pipeline or vulkan_fxi_load parsing stages, such as malformed uniform blocks or invalid Shadlang syntax. Consulting the shadman and fx_pipeline references helps troubleshoot format and interface mismatches.