touchdesigner-glsl

Guide building, debugging, and optimizing GLSL shaders in TouchDesigner.

1|Updated Mar 18, 2026
One-click install
npx skills add https://github.com/GuiGPaP/TD_starter_pack --skill touchdesigner-glsl
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: touchdesigner-glsl
Source: https://github.com/GuiGPaP/TD_starter_pack/tree/main/.claude/skills-archive/touchdesigner-glsl-legacy
Command: npx skills add https://github.com/GuiGPaP/TD_starter_pack --skill touchdesigner-glsl

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Comprehensive, structured guidance for creating, debugging, and optimizing GLSL shaders in TouchDesigner, covering TOP, MAT, and compute shader workflows, with TD-specific integration patterns.

Core Features & Use Cases

  • GLSL shader workflow coverage for fragment, vertex, and compute shaders in TouchDesigner.
  • TD integration patterns including uniforms, texture inputs, coordinate systems, and debugging strategies.
  • Multi-pass rendering and performance optimization guidance across common TD scenarios.

Quick Start

Open the skill and study the TouchDesigner GLSL workflow guide to start implementing shader pipelines in a real project.

Frequently Asked Questions about touchdesigner-glsl

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

FAQPage Schema
How do I debug GLSL shaders in TouchDesigner?

To debug GLSL shaders in TouchDesigner, apply common TD-specific strategies for isolating errors in fragment, vertex, and compute workflows. This includes validating uniform inputs, texture coordinates, and multi-pass rendering logic within the TD environment.

What is the best way to optimize GLSL shader performance in TouchDesigner?

Optimizing GLSL shader performance in TouchDesigner involves applying real-world TD integration patterns and performance tuning techniques. You must analyze uniform usage, texture inputs, and multi-pass rendering workflows to reduce bottlenecks in TOP and MAT operations.

Can I use compute shaders in TouchDesigner?

Yes, you can use compute shaders in TouchDesigner. The TD environment supports compute shader workflows alongside fragment and vertex shaders, enabling advanced data processing and GPU computation directly within your TouchDesigner project pipelines.

How do I pass uniforms and texture inputs to a GLSL shader in TouchDesigner?

To pass uniforms and texture inputs in TouchDesigner, follow TD integration patterns that map data to shader variables. This process ensures correct coordinate systems and texture sampling for fragment and vertex shader execution in TOP and MAT contexts.

Why does my multi-pass GLSL shader render incorrectly in TouchDesigner?

Multi-pass GLSL shaders in TouchDesigner render incorrectly when coordinate systems or texture inputs are mismatched between passes. Debugging requires validating TD integration patterns, checking uniform updates, and ensuring output TOPs feed correctly into subsequent passes.