sdf-text

Manage SDF text rendering pipelines with glyph atlas generation and SkSL shader sampling.

13|1|Updated Apr 6, 2026
One-click install
npx skills add https://github.com/Generous-Corp/pulp --skill sdf-text-generous-corp
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: sdf-text
Source: https://github.com/Generous-Corp/pulp/tree/main/.agents/skills/sdf-text
Command: npx skills add https://github.com/Generous-Corp/pulp --skill sdf-text-generous-corp

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This skill addresses the complexity of implementing and debugging high-performance, resolution-independent text rendering using signed-distance-field (SDF) techniques in a GPU-accelerated environment.

Core Features & Use Cases

  • Atlas Management: Provides guidance on single-channel (SDF), multi-channel (MSDF), and pseudo-SDF (PSDF) glyph atlas implementations.
  • Pipeline Integration: Offers technical reference for integrating text rendering into the Pulp canvas framework, including shader-based sampling and quad building.
  • Use Case: When developing custom UI components or text-heavy graphics, use this skill to ensure crisp text scaling and correct shader-based anti-aliasing across different font sizes.

Quick Start

Use the sdf-text skill to analyze the current implementation of the MSDF atlas sampler and verify the quad building logic against the provided reference documentation.

Frequently Asked Questions about sdf-text

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

FAQPage Schema
How do I implement GPU-accelerated signed-distance-field text rendering?

Signed-distance-field text rendering uses glyph atlases sampled via SkSL shaders to achieve resolution-independent scaling. This skill guides atlas generation and shader sampling to ensure crisp anti-aliasing across varying font sizes within the Pulp framework.

What is the difference between SDF, MSDF, and PSDF glyph atlases?

SDF uses single-channel distance fields, MSDF uses multi-channel fields to preserve sharp corners, and PSDF uses pseudo-SDF techniques. Choosing among them affects edge crispness and corner quality when scaling text in GPU rendering pipelines.

How do I integrate SkSL shader sampling into the Pulp canvas framework?

Integrating SkSL shader sampling into the Pulp canvas framework involves building quads and sampling the glyph atlas within the shader. This skill provides reference documentation to verify quad building logic and ensure correct pipeline integration.

Does this approach support Skia-based font rendering constraints?

Yes, this SDF text rendering approach adheres to Skia-based font rendering constraints. It requires following specific atlas templating patterns to ensure the GPU-accelerated pipeline functions correctly within the Skia environment.

Why does my MSDF text look blurry when scaling across different font sizes?

MSDF text appears blurry when scaling if the quad building logic or shader sampling is misconfigured. Analyzing the MSDF atlas sampler implementation and verifying it against reference documentation helps correct the anti-aliasing pipeline.