shader-edsl-graphics
CommunityBuild high-performance vertex+fragment pipelines
Software Engineering#semantics#webgpu#graphics pipeline#shader edsl#vertex fragment#gpu resource binding#render targets
Authormikialex
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Rendiation shader EDSL users need a reliable, reusable reference for wiring vertex and fragment stages into a correct graphics pipeline with consistent semantics and resource bindings.
Core Features & Use Cases
- Vertex/Fragment Pipeline Construction: Create end-to-end render passes by implementing
GraphicsShaderProviderand configuringShaderRenderPipelineBuilderstages. - Semantic-Driven I/O: Define vertex inputs/outputs and access fragment inputs via built-in and custom semantics, including interpolation between stages.
- Resource Binding & Outputs: Bind textures/samplers and other GPU resources, then write fragment outputs (including multi-render targets) using common shader “recipes” like sampling, uniform access, and deferred-style MRT.
Quick Start
Use the shader-edsl-graphics reference to implement a GraphicsShaderProvider that defines a vertex stage reading geometry semantics, a fragment stage sampling a bound texture using FragmentUv, and a fragment output written to slot 0.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: shader-edsl-graphics Download link: https://github.com/mikialex/rendiation/archive/main.zip#shader-edsl-graphics Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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