Author an editorial HTML+SVG diagram with the Diagram Design kit - choose the visual type, read its reference, start from an example, and satisfy the safety and accessibility contract that diagram_write({kind:"html"}) enforces.
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Writing a fragment shader that looks like something - the full-screen triangle, uv space, signed distance fields, noise and fbm, domain warping, raymarching budgets, tone mapping and banding. Every example compiles. Read this when the task is "make it look good", not "make it compile".
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查看安装方法安装前可以查看交给 AI 代理的指令内容。
A fragment shader runs once per pixel and returns one colour. Everything below is about making that colour depend on the pixel's position and the clock in a way a person wants to look at.
You do not need geometry. A single triangle covering the viewport, drawn with
gl.drawArrays(TRIANGLES, 0, 3), covers every pixel. The vertex shader is:
attribute vec2 a_position;
void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
and the buffer is three vertices: (-1,-1) (3,-1) (-1,3). The corners are outside
the viewport on purpose - the visible part is the full square. shader_target target=frag writes both files for you.
precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
void main() {
// centred uv: x and y both run -0.5..0.5 on the SHORT axis
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y);
float d = length(uv);
float ring = 0.5 + 0.5 * sin(d * 30.0 - u_time * 2.0);
gl_FragColor = vec4(vec3(ring), 1.0);
}
Dividing by u_resolution alone makes circles into ellipses on any non-square
canvas. Dividing by min(x, y) keeps them round at any aspect. If you would rather
work in 0..1, divide by u_resolution and fix the aspect afterwards - but choose
one convention and keep it.
gl_FragCoord is in pixels, with y up from the bottom-left. That is not what
<canvas> CSS or an image editor shows, which is the single most common source of
"my shader is upside down".
An SDF returns how far a point is from a shape: negative inside, positive outside. That one number gives you the shape, its outline, and its antialiasing.
precision highp float;
uniform vec2 u_resolution;
float sdCircle(vec2 p, float r) { return length(p) - r; }
float sdBox(vec2 p, vec2 b) {
vec2 d = abs(p) - b;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
void main() {
vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y);
float d = min(sdCircle(p, 0.28), sdBox(p - vec2(0.35, 0.0), vec2(0.16)));
// antialias with the pixel footprint, not with a magic constant
float px = 2.0 / min(u_resolution.x, u_resolution.y);
float shape = smoothstep(px, -px, d);
vec3 col = mix(vec3(0.06, 0.07, 0.09), vec3(0.95, 0.72, 0.45), shape);
gl_FragColor = vec4(col, 1.0);
}
min() unions, max(a, -b) subtracts, smoothstep on the distance antialiases.
The pixel size px comes from the resolution - a hard-coded 0.01 produces a
different edge thickness on every screen.
For soft blends, smin(a, b, k) (a smooth minimum) is the standard trick and is
in the module/sdf* and module/operators files of the vendored corpus.
precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
float hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f); // smoothstep interpolation
return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), u.x),
mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x), u.y);
}
float fbm(vec2 p) {
float v = 0.0;
float a = 0.5;
for (int i = 0; i < 5; i++) { v += a * noise(p); p *= 2.02; a *= 0.5; }
return v;
}
void main() {
vec2 p = gl_FragCoord.xy / u_resolution * 4.0;
float f = fbm(p + vec2(u_time * 0.1, 0.0));
gl_FragColor = vec4(vec3(f), 1.0);
}
Rules that matter: the octave multiplier is ~2.0 (2.02 breaks grid alignment),
amplitude halves per octave, and 4-6 octaves is the useful range. sin-based hashes
are cheap but band on large coordinates; the integer hashes in module/hash do not.
Domain warping turns noise into marble and smoke: sample noise, use it to offset the coordinates, sample again.
precision highp float;
uniform vec2 u_resolution;
float hash(vec2 p) { p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); return fract(p.x * p.y); }
float noise(vec2 p) {
vec2 i = floor(p); vec2 f = fract(p); vec2 u = f * f * (3.0 - 2.0 * f);
return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), u.x), mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x), u.y);
}
void main() {
vec2 p = gl_FragCoord.xy / u_resolution * 3.0;
vec2 q = vec2(noise(p), noise(p + vec2(5.2, 1.3)));
float marble = sin((p.x + q.x * 4.0) * 6.0) * 0.5 + 0.5;
gl_FragColor = vec4(vec3(marble), 1.0);
}
Raymarching steps a ray through a distance field. It is the technique that gets you 3D-looking scenes with no geometry, and the one that most often runs at 12 fps because nobody counted the steps.
precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
float sdSphere(vec3 p, float r) { return length(p) - r; }
float map(vec3 p) {
vec3 q = p;
q.xz = mat2(cos(u_time * 0.4), sin(u_time * 0.4), -sin(u_time * 0.4), cos(u_time * 0.4)) * q.xz;
return sdSphere(q - vec3(0.0, 0.0, 0.0), 0.9) * 0.9;
}
vec3 normalAt(vec3 p) {
vec2 e = vec2(0.001, 0.0);
return normalize(vec3(map(p + e.xyy) - map(p - e.xyy), map(p + e.yxy) - map(p - e.yxy), map(p + e.yyx) - map(p - e.yyx)));
}
void main() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y);
vec3 ro = vec3(0.0, 0.0, 3.2);
vec3 rd = normalize(vec3(uv, -1.4));
float t = 0.0;
for (int i = 0; i < 96; i++) {
vec3 p = ro + rd * t;
float d = map(p);
if (d < 0.001) break;
t += d * 0.9;
if (t > 12.0) break;
}
vec3 col = vec3(0.06, 0.07, 0.1);
vec3 p = ro + rd * t;
if (t < 12.0) {
vec3 n = normalAt(p);
float light = max(dot(n, normalize(vec3(0.6, 0.8, 0.4))), 0.0);
col = vec3(0.9, 0.6, 0.35) * (0.15 + 0.85 * light);
}
gl_FragColor = vec4(pow(col, vec3(1.0 / 2.2)), 1.0);
}
Three numbers to choose deliberately: the step count (96 is already heavy at 4K),
d * 0.9 (slightly under-stepping avoids surface bands), and the far clip
(t > 12.0). A loop that only ends on d < eps is the classic hang.
Luminance is not (r+g+b)/3. Gamma is not optional. Two habits cover most of it:
mix in linear space and tone-map at the end.
precision highp float;
uniform vec2 u_resolution;
vec3 toLinear(vec3 c) { return pow(c, vec3(2.2)); }
vec3 toSrgb(vec3 c) { return pow(c, vec3(1.0 / 2.2)); }
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
vec3 a = toLinear(vec3(0.95, 0.55, 0.25));
vec3 b = toLinear(vec3(0.15, 0.35, 0.75));
vec3 col = mix(a, b, smoothstep(0.2, 0.8, uv.x));
col = col / (1.0 + col); // Reinhard: keeps highlights in range
gl_FragColor = vec4(toSrgb(col), 1.0);
}
mix() between two colours in sRGB space goes through grey and looks muddy;
in linear space it does not. The module/color and module/tonemap files in the
corpus have Oklab, AgX and PBR-Neutral versions if you need them.
An 8-bit target has 256 levels. A smooth gradient across 1000 pixels shows stripes. Add a sub-LSB dither before output:
precision highp float;
uniform vec2 u_resolution;
float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
vec3 col = vec3(0.2 + 0.6 * uv.x); // a wide, very shallow gradient
col += (hash(gl_FragCoord.xy) - 0.5) / 255.0;
gl_FragColor = vec4(col, 1.0);
}
For static images use an ordered or interleaved-gradient dither instead of white
noise, so it does not crawl. module/post has ditherTPDF.
Writing a shader is not one call. It is this loop, and stopping early is how a shader arrives that compiles and shows nothing.
shader_kit action=search query=... or
action=example id=gallery/ocean. A corpus piece that the check compiles and
draws is a better starting point than a blank file, and reading one teaches the
technique faster than inventing it.shader_write title="..." source="..." returns a rung and any diagnostic on
your own line numbers. If it is not v2-compiled or better, the loop stops here
— fix the line it named, do not move on.shader_render id="..." frames=3. This is the step people
skip: a shader can compile, link, draw, and be a black rectangle. The answer says
black, flat, and whether the three frames differ.shader_target target=web (or frag, isf) and open it in the
browser that will run it.Two rules that make this work:
v1-static means nothing was compiled.
Never report a shader as working from it. If the host has no browser, say the
compile did not happen rather than implying it did.A shader can compile, link, draw, and produce a black rectangle. shader_render
reads the pixels back and says whether the frame is black, flat, or has many
colours - and whether two different times differ. Use it before you say a shader
looks good:
shader_write - it compiles?shader_render frames=3 - does it draw, is it varied, does it move?The vendored corpus is there to be read, not reinvented: shader_kit action=search technique=webgl1 for finished pieces, action=example id=module/noise for a module you can include.
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Author an editorial HTML+SVG diagram with the Diagram Design kit - choose the visual type, read its reference, start from an example, and satisfy the safety and accessibility contract that diagram_write({kind:"html"}) enforces.
中文简介正在准备中。当前显示原文说明。
Control this machine's Docker or Podman engine through the docker_* tools - read the engine's state first, list containers and images, inspect one, tail its logs, pull an image and start it, then stop, restart or remove what you started. Covers the engine that is asleep behind Docker Desktop and the exact call for each verb, the confirm rule removals obey, and the flags the tools deliberately do not have.
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Drive ffmpeg through the media_run tool as an argv array - remux instead of re-encode, map streams explicitly, trim at keyframes, scale and crop, extract audio and frames, and build GIFs, contact sheets and concatenations. Covers the flags this pack injects, reading a failure from its exit code and last log lines, and the version-dependent spellings to hedge.
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Read a media file's real structure with ffprobe through media_run - the JSON invocation and how to read it, what every family of field means, how to count frames, sample without decoding everything, detect HDR and interlacing, and diagnose a missing duration, a stream with no frames or a container that lies. Covers when media_probe's own report is already enough.
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Use when the user wants to design, redesign, shape, critique, audit, polish, simplify, harden, animate, or otherwise improve a frontend interface: websites, landing pages, dashboards, product UI, components, forms, settings, onboarding, empty states, and native iOS or Android screens. Handles UX review, hierarchy, layout, typography, color, motion, UX copy, accessibility, responsive behavior, edge cases, and capturing or documenting design systems (DESIGN.md, tokens). Also for making bland UI bolder, loud UI quieter, or ambitious visual effects. Not for backend-only or non-UI tasks.
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The GLSL itself - which dialect a shader is in, what precision means, the types and functions that exist, and the exact compiler messages a mistake produces. Read this before writing GLSL for any target, and before believing an error message.
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