shader-dev

Provide modular GLSL shader technique references with ready-to-run templates.

Updated Mar 29, 2026
One-click install
npx skills add https://github.com/shiro123444/Minmaxskills --skill shader-dev-shiro123444
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: shader-dev
Source: https://github.com/shiro123444/Minmaxskills/tree/main/skills/shader-dev
Command: npx skills add https://github.com/shiro123444/Minmaxskills --skill shader-dev-shiro123444

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill consolidates a broad, modular collection of GLSL shader techniques, templates, and reference material to accelerate learning, prototyping, and production-grade shader work.

Core Features & Use Cases

  • Modular technique modules including ray marching, signed distance functions, lighting models, shadows, ambient occlusion, post-processing, and shader organization guidance.
  • Extensive references and implementation templates that span WebGL2 adaptation, shader Toy to WebGL2, and domain-repetition topics, enabling end-to-end shader pipelines.
  • Clear guidance on asset usage, references, and scripts organization to assemble complete shader workflows across projects.

Quick Start

Load the shader-dev skill and begin with the Techniques routing table to assemble your first shader pipeline using the provided templates.

Frequently Asked Questions about shader-dev

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

FAQPage Schema
How do I write a ray marching shader using signed distance functions in GLSL?

Ray marching with signed distance functions in GLSL involves stepping through a scene by calculating the distance to the nearest surface. This Skill provides modular templates and technique routing to implement SDF ray marching, lighting, and shadows efficiently.

What is the best way to adapt Shadertoy code for WebGL2?

Adapting Shadertoy code for WebGL2 requires adjusting shader syntax and pipeline setup to match WebGL2 standards. This Skill provides reference modules and ready-to-run templates that streamline Shadertoy to WebGL2 adaptation and shader organization.

How do I add post-processing effects like ambient occlusion to a WebGL2 shader?

Post-processing and ambient occlusion in WebGL2 shaders are achieved by applying screen-space techniques after the main render pass. This Skill offers modular reference templates covering lighting models, shadows, and ambient occlusion for complete shader pipelines.

Can I use this GLSL shader reference for domain repetition and advanced SDF techniques?

Yes, this GLSL shader reference supports domain repetition and advanced SDF techniques. It consolidates modular technique modules, implementation templates, and organizational guidance to accelerate prototyping and production-grade shader work.

Do I need prior graphics programming experience to use these GLSL shader templates?

Prior graphics programming knowledge is beneficial but the Skill is designed to streamline learning. It provides a comprehensive modular reference with a techniques routing table and ready-to-run templates suitable for educators, demo artists, and graphics programmers.

Why does my GLSL shader pipeline need technique routing and modular organization?

GLSL shader pipelines need technique routing and modular organization to manage complexity across ray marching, lighting, and post-processing. This Skill enforces structured modularization using frontmatter-driven metadata to assemble complete, maintainable shader workflows.