Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.
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Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.
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Write GLSL fragment shaders for procedural graphics. Topics: shapes (SDF), patterns, noise (Perlin/simplex/cellular), fBm, colors (HSB/RGB), matrices, gradients, animations. Use for generative art, textures, visual effects, WebGL, Three.js shaders.
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Reference WebGPU APIs, TSL syntax, node materials, WGSL integration, compute shaders, and post-processing in Three.js. For complete particle canvases use threejs-particle-canvas; for GLSL shaders use rocaille-shader. Triggers on TSL shader, WebGPU renderer, node material, WGSL, GPU compute, WebGPU setup.
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Use it when you need to convert a Threejs Material using GLSL shaders to TSL node materials
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Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
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Metal/wgpu/WGSL shader surfaces for native Rust gpui apps (Zed-family, pd-console), stockpiled with beautiful copy-pasteable shader-toy examples. Use for custom GPU fragment passes behind/around gpui panes: ocean/water shaders, pixelated waves and boats, a living harbor, dithered chrome borders, sonar sweeps, aurora/starfields, CRT/scanline post. Trigger on: wgsl, wgpu, metal shader, gpui shader, shadertoy, fragment shader, SDF, noise/fbm, ordered dithering, pixelation, render-to-texture, "pixelated waves and boats", living harbor water. NOT for: web/GLSL/three.js shaders (use a web tool), non-shader gpui motion (use rust-gpui-motion), general GUI layout/color (use beautiful-gui-design), CLI/TUI (use beautiful-cli-design).
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Expert in 2000s-era music visualization (Milkdrop, AVS, Geiss) and modern WebGL implementations. Specializes in Butterchurn integration, Web Audio API AnalyserNode FFT data, GLSL shaders for audio-reactive visuals, and psychedelic generative art. Activate on "Milkdrop", "music visualization", "WebGL visualizer", "Butterchurn", "audio reactive", "FFT visualization", "spectrum analyzer". NOT for simple bar charts/waveforms (use basic canvas), video editing, or non-audio visuals.
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Expert-level computer graphics covering the rendering pipeline, rasterization, ray tracing, shaders, transformations, lighting models, and GPU programming.
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Reading a GLSL compiler's log, mapping its line numbers to your source, telling "compiles" from "draws", and the triage order for a black canvas. Read this when a shader fails in a way that does not make sense, or when it compiles and still shows nothing.
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Shader formats for VJ and live-visual hosts - ISF (GLSL plus JSON metadata, which Resolume reads directly) and FFGL (FreeFrameGL, a C++ plugin ABI). What each one is, what the port renames, and exactly what this row can and cannot produce.
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Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang. Trigger on any mention of Slang, .slang files, slangc, SPIR-V from Slang, Slang modules, [shader("compute")], [shader("vertex")], or requests to write/review/refactor shader code with modern language features. Also trigger for Slang-to-HLSL/GLSL/Metal/CUDA cross-compile questions, or when the user says "shader" alongside "generics", "interfaces", "parameter blocks", "autodiff", or "capabilities".
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Control a running TouchDesigner instance via twozero MCP — create operators, set parameters, wire connections, execute Python, build real-time visuals. 36 native tools.
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Declarative animation patterns using flutter_animate v4.5.x with composable effects (fade, scale, slide, shimmer, shake, blur), GLSL fragment shaders, and scroll-synchronized animations. Use this skill for adding UI animations and transitions, building staggered or sequenced effects, creating custom animation effects, fixing animation jank or performance issues, implementing shimmer loading states, or adding scroll-driven animations. Supports delays, curves, adaptive effects, and easy extension method chaining (.animate()).
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3D Web Specialist IA — Expert en 3D web (Three.js, React Three Fiber, WebGL, shaders, 3D product viewers)
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Expert in 2000s-era music visualization (Milkdrop, AVS, Geiss) and modern WebGL implementations. Specializes in Butterchurn integration, Web Audio API AnalyserNode FFT data, GLSL shaders for audio-reactive visuals, and psychedelic generative art. Activate on "Milkdrop", "music visualization", "WebGL visualizer", "Butterchurn", "audio reactive", "FFT visualization", "spectrum analyzer". NOT for simple bar charts/waveforms (use basic canvas), video editing, or non-audio visuals.
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Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
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Expert in 2000s-era music visualization (Milkdrop, AVS, Geiss) and modern WebGL implementations. Specializes in Butterchurn integration, Web Audio API AnalyserNode FFT data, GLSL shaders for audio-reactive visuals, and psychedelic generative art. Activate on "Milkdrop", "music visualization", "WebGL visualizer", "Butterchurn", "audio reactive", "FFT visualization", "spectrum analyzer". NOT for simple bar charts/waveforms (use basic canvas), video editing, or non-audio visuals.
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Control a running TouchDesigner instance via twozero MCP — create operators, set parameters, wire connections, execute Python, build real-time visuals. 36 native tools.
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Build GLSL/WebGL/ShaderToy shaders and procedural visual effects such as SDF, ray marching, particles, and fluids.
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