What problem does it solve? Writing GLSL fragment shaders for Shadertoy involves tricky syntax rules, coordinate math, and platform-specific pitfalls that cause compilation errors and visual bugs. This Skill provides the patterns, references, and debugging strategies needed to produce working procedural graphics shaders. ## Core Features & Use Cases - Shader Authoring Guidance: Covers the mainImage entry point, Shadertoy built-in uniforms (iResolution, iTime, iMouse, iChannel0-3), and aspect-corrected coordinate normalization. - Pattern Library: Ready-to-use implementations of cosine color palettes, hash functions, ray marching loops, SDF primitives, rotations, domain folding, FBM noise, and post-processing effects. - Multi-Pass Rendering: Templates for buffer-based feedback and temporal blending across Buffer A/B and the final image pass. - Use Case: Ask for a ray-marched 3D scene with animated folded geometry and a vignette, and receive complete GLSL code following Shadertoy conventions with gamma correction and dithering applied. ## Quick Start Write a Shadertoy shader that renders an animated ray-marched octahedron with a cosine color palette and vignette post-processing.