shader-edsl-graphics

Generate graphics vertex and fragment shader pipelines using the rendiation shader EDSL.

74|5|Updated Dec 13, 2019
One-click install
npx skills add https://github.com/mikialex/rendiation --skill shader-edsl-graphics
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: shader-edsl-graphics
Source: https://github.com/mikialex/rendiation/tree/main/.claude/skills/shader-edsl-graphics
Command: npx skills add https://github.com/mikialex/rendiation --skill shader-edsl-graphics

SYSTEM DOCUMENTATION & REQUIREMENTS

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 GraphicsShaderProvider and configuring ShaderRenderPipelineBuilder stages.
  • 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.

Frequently Asked Questions about shader-edsl-graphics

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

FAQPage Schema
How do I build a WebGPU vertex and fragment shader pipeline?

A vertex fragment shader pipeline connects vertex stage logic reading geometry semantics to fragment stage outputs via a GraphicsShaderProvider. You configure ShaderRenderPipelineBuilder stages to link semantic inputs, GPU resource bindings, and render target output slots.

How do I bind GPU resources and set render target outputs in a shader EDSL?

GPU resource binding and render target outputs are configured through the ShaderRenderPipelineBuilder APIs. You bind textures and samplers as resources, then declare fragment output slots to enable multi-render target configurations for deferred shading.

What are shader semantics and how do they synchronize vertex and fragment stages?

Shader semantics are typed inputs and outputs that synchronize data between vertex and fragment stages. You define vertex outputs with custom semantics, then access them as fragment inputs, supporting interpolation between stages to ensure correct vertex-to-fragment synchronization.

Can I use this shader pipeline approach for post-processing and deferred shading?

Yes, this shader pipeline approach applies to post-processing, deferred shading, and material authoring. It supports multi-render target fragment outputs and semantic-driven I/O for complex GPU-driven rendering passes requiring vertex-to-fragment synchronization.

Do I need specific dependencies to define graphics shader pipelines with this EDSL?

No external dependencies are required to define graphics shader pipelines with this EDSL. You implement the GraphicsShaderProvider and ShaderRenderPipelineBuilder interfaces to wire vertex and fragment stages with consistent semantics and resource bindings.