shader-edsl-graphics

Community

Build high-performance vertex+fragment pipelines

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 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.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

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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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