{"slug":"gamedev-skills-shader-programming","name":"shader-programming","description":"Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.","long_description":"---\nname: shader-programming\ndescription: >\n  Write game shaders from cross-engine fundamentals — the vertex→fragment\n  pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV\n  scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL\n  equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex\n  shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.\n---\n\n# Shader programming (cross-engine)\n\nShaders are small programs that run **per vertex** and **per pixel** on the GPU.\nThe concepts — the pipeline, coordinate spaces, UVs, and how common effects are\nbuilt — port across engines; only the language dialect and built-in variable\nnames change. This skill teaches those portable fundamentals in GLSL with HLSL\nequivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact\nengine syntax and built-ins.\n\n## When to use\n\n- Use to understand or write vertex/fragment shaders and to reason about UVs,\n  coordinate spaces, and the GPU pipeline.\n- Use to build common effects: tint/recolor, scrolling textures, dissolve,\n  outlines, fresnel/rim light, vignette, color grading.\n- Use to translate a shader concept between GLSL and HLSL, or between engines.\n\n**When *not* to use:** for an engine's exact shader language and built-ins, use\n`godot-shaders` (Godot shading language) or the engine's material docs. For full\nparticle VFX systems, see `unreal-niagara`. For post-process *stacks*, defer to\nthe engine's renderer settings.\n\n## Core workflow\n\n1. **Know which stage you're in.** The **vertex** shader transforms each vertex\n   into clip space and passes data (UVs, normals) onward; the **fragment/pixel**\n   shader runs per rasterized pixel and outputs a color. Most game effects live\n   in the fragment stage.\n2. **Track coordinate spaces.** Positions move model → world → view → clip space;\n   normals belong in world or view space. Mixing spaces is the most common bug.\n3. **Drive effects with UVs and time.** UVs are `0..1` texture coordinates;\n   offset, scale, or distort them, and animate with a `time` uniform.\n4. **Work per pixel, branch-light.** Prefer `mix`, `step`, `smoothstep`, and\n   `clamp` over `if` where possible; GPUs run pixels in lockstep and dislike\n   divergent branches.\n5. **Pass data via uniforms** (constant per draw) and **varyings** (interpolated\n   vertex→fragment). Keep texture samples few; they dominate cost.\n6. **Verify visually and on target hardware.** Shaders that look right on desktop\n   can break on mobile (precision, missing features). Test where it ships.\n\n## Patterns\n\nGLSL-style fragment snippets (close to Godot's `canvas_item`/`spatial`\nshaders and OpenGL). See `references/effects.md` for the HLSL equivalents and\nthe full outline/fresnel/vignette shaders.\n\n### 1. Fragment basics: sample, tint, and combine\n\n```glsl\n// Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha.\nuniform sampler2D tex;\nuniform vec4 tint;          // e.g. (1,0,0,1) reddens; multiply is non-destructive\nin vec2 uv;                 // interpolated 0..1 texture coordinate (a \"varying\")\nout vec4 frag;\nvoid main() {\n    vec4 c = texture(tex, uv);   // HLSL: tex.Sample(samp, uv)\n    frag = c * tint;             // component-wise multiply tints without clipping\n}\n```\n\n### 2. Scrolling UVs (animated texture) — frame-rate independent\n\n```glsl\n// Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles.\nuniform sampler2D tex;\nuniform float time;          // seconds, supplied by the engine\nuniform vec2 scroll_speed;   // UV units per second, e.g. (0.1, 0.0)\nin vec2 uv;\nout vec4 frag;\nvoid main() {\n    vec2 scrolled = fract(uv + scroll_speed * time);  // HLSL: frac(...)\n    frag = texture(tex, scrolled);\n}\n// Drive with a real time uniform, not a per-frame accumulator, so speed is stable.\n```\n\n### 3. Dissolve (threshold a noise map, glow the edge)\n\n```glsl\n// Hide pixels where noise < threshold; tint a thin band at the boundary.\nuniform sampler2D tex;\nuniform sampler2D noise_tex;     // grayscale noise, 0..1\nuniform float amount;            // 0 = fully visible, 1 = fully dissolved\nuniform float edge = 0.05;       // width of the glowing edge band\nuniform vec4 edge_color;\nin vec2 uv;\nout vec4 frag;\nvoid main() {\n    vec4 c = texture(tex, uv);\n    float n = texture(noise_tex, uv).r;\n    if (n < amount) discard;                 // cut away dissolved pixels\n    float e = smoothstep(amount, amount + edge, n);  // 0 at the edge -> 1 inside\n    frag = mix(edge_color, c, e);            // HLSL: lerp(edge_color, c, e)\n}\n```\n\n### 4. Fresnel rim light (3D) — brighten glancing angles\n\n```glsl\n// Rim = 1 where the surface faces away from the camera (silhouette glow).\nin vec3 world_normal;        // normalized, world space (from the vertex stage)\nin vec3 view_dir;            // normalized, surface -> camera, world space\nuniform float power = 3.0;\nuniform vec3 rim_color;\nout vec4 frag;\nvoid main() {\n    float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power);\n    frag = vec4(rim_color * f, 1.0);   // add to lighting; f peaks at the silhouette\n}\n// Correctness: normal and view_dir MUST be in the same space and normalized.\n```\n\n## Pitfalls\n\n- **Mixing coordinate spaces** (lighting a world-space normal against a\n  view-space light) yields subtly wrong shading. Pick one space and convert\n  everything into it.\n- **Forgetting to normalize** interpolated normals/directions: interpolation\n  shortens vectors, so `dot()` results drift. `normalize()` in the fragment stage.\n- **UV assumptions across engines.** Some engines flip V (top-left vs bottom-left\n  origin); a texture may appear upside-down. Know your engine's convention.\n- **Heavy branching / dynamic loops** stall GPUs. Prefer `step`/`smoothstep`/\n  `mix`; reserve `if`/`discard` for genuinely cheap early-outs.\n- **`discard` defeats early-Z** and can hurt performance on tiled mobile GPUs;\n  prefer alpha blending where you can.\n- **Precision on mobile**: `highp` vs `mediump` matters; large UVs or time values\n  in low precision shimmer. Use adequate precision for coordinates and time.\n- **Assuming GLSL == HLSL.** `mix`↔`lerp`, `fract`↔`frac`, `texture()`↔`.Sample()`,\n  `vec2`↔`float2`, column- vs row-major matrices. See the reference mapping.\n\n## References\n\n- `references/effects.md` — full outline (2D sprite + 3D), vignette, and color\n  grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes\n  (Godot `canvas_item`/`spatial`, Unity ShaderLab/HLSL, Unreal material nodes).\n\n## Related skills\n\n- `godot-shaders` — Godot shading language syntax, built-ins, and screen-reading.\n- `unreal-niagara` — GPU particle VFX (a different shader use).\n- `procedural-gen` — the noise that drives dissolve and procedural texturing.\n","tagline":"Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel sha","category":"design-creative","tags":["agent-skill"],"author":"gamedev-skills","verified":false,"attribution":{"status":"registry_indexed","statusLabel":"Registry indexed","shortLabel":"REGISTRY INDEXED","sourceLabel":"github fast track","sourceDetail":"gamedev-skills/awesome-gamedev-agent-skills","creatorName":"gamedev-skills","creatorUrl":"https://github.com/gamedev-skills","sourceUrl":"https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/shader-programming","indexedBy":"OpenAgentSkill community index","claimUrl":"https://www.openagentskill.com/skills/gamedev-skills-shader-programming#claim-this-skill","claimCta":"Claim this skill","trustNote":"This listing was indexed from public sources and is not marked official until a maintainer claim is approved.","publicNote":"Attribution links to the public repository or creator profile. Creators can claim the listing to update ownership signals."},"stats":{"stars":800,"forks":61,"verified_installs":0,"successful_runs":0,"total_outcomes":0,"rating":0,"review_count":0,"quality_score":43.43},"quality":{"score":76,"tier":"strong","label":"Strong","summary":"Solid option that is likely worth shortlisting for production workflows.","signals":[{"label":"GitHub stars","value":"800","tone":"positive"},{"label":"Freshness","value":"13d ago","tone":"positive"},{"label":"Install ready","value":"Yes","tone":"positive"},{"label":"License","value":"Apache-2.0","tone":"neutral"}],"warnings":[]},"trust":{"version":"trust-score-v5","score":78,"base_score":83,"outcome_confidence":0,"tier":"strong","label":"Review then install","summary":"Good shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.","recommendedAction":"Use as the primary candidate after human or sandbox 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Use Resolve, run one narrow sandbox task, then report the result.","metrics":{"totalOutcomes":0,"successfulOutcomes":0,"failedOutcomes":0,"installAttempts":0,"installSuccessRate":null,"successRate":null,"recentSuccessRate":null,"recentFailureRate":null,"riskBlocked":0,"setupRequired":0,"notRelevant":0,"avgOutputQuality":null,"avgTimeToUsefulMs":null,"productionOutcomes":0,"humanReviewRequired":0,"uniqueAgents":0,"lastOutcomeAt":null},"signals":[],"penalties":["No real agent outcome evidence yet"]},"audit":{"score":86,"risk_level":"safe_to_try","risk_label":"Safe to try","warnings":["Quality score needs review"]},"safety_gate":{"tier":"reviewed","label":"Reviewed","auto_install_policy":"review","auto_install_allowed":false,"human_review_required":true,"blocked":false,"recommended_action":"Review the audit page, then allow agent install in a sandboxed workflow."},"quality":{"score":76,"label":"Strong"},"supply":{"track":"Design and creative production","scenario":"Design and creative","maintenance":"13d since push","risk":"Safe to try"},"alternative_skills":[],"do_not_use_when":["teams that need a vendor-supported SLA","high-compliance environments without internal security review","No major risk signals from current metadata","Quality score needs review","Production credentials, payments, or irreversible account changes without explicit human review","Sensitive private data before reviewing repository code, license, and permission surface","Automatic installation in a production workspace"],"agent_contract":{"task_input":"Use shader-programming in an agent workflow","recommended_action":"Review the audit page, then allow agent install in a sandboxed workflow.","install_policy":"review","minimum_review_before_use":["Trust: 83/100 Strong shortlist","Audit: 86/100 Safe to try","Safety: 74/100 Review before install","Review repository, license, install command, and permission surface before production use."],"expected_agent_output":{"selected_skill":"gamedev-skills-shader-programming (shader-programming)","install_command":"npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming","risk_summary":"Safe to try; Reviewed; Low metadata risk","verification_result":"Report the smallest successful task, files touched, warnings, and any missing setup."}},"outcome_feedback":{"endpoint":"https://www.openagentskill.com/api/agent/outcome","method":"POST","requires_resolve_event_id":true,"event_id_source":"Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.","expected_outcomes":["success","failed","not_relevant","blocked_by_risk","setup_required"],"payload_template":{"event_id":"<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>","skill_slug":"gamedev-skills-shader-programming","task":"Use shader-programming in an agent workflow","agent":"codex","outcome":"success","install_used":true,"risk_blocked":false,"setup_required":false,"task_success":true,"output_quality":4,"error_type":null,"human_review_required":false,"workspace":"sandbox","time_to_useful_ms":120000,"notes":"Report the smallest successful task, setup friction, files touched, and risk notes."}},"endpoints":{"web":"https://www.openagentskill.com/skills/gamedev-skills-shader-programming","api":"https://www.openagentskill.com/api/agent/skills/gamedev-skills-shader-programming","audit":"https://www.openagentskill.com/skills/gamedev-skills-shader-programming/audit","eval":"https://www.openagentskill.com/api/agent/evals?slug=gamedev-skills-shader-programming&task=Use%20shader-programming%20in%20an%20agent%20workflow&max_risk=medium","resolve":"https://www.openagentskill.com/api/agent/resolve?task=Use%20shader-programming%20in%20an%20agent%20workflow&agent=codex&max_risk=medium","receipt":"https://www.openagentskill.com/api/agent/receipt?task=Use%20shader-programming%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text","install":"https://www.openagentskill.com/api/skills/gamedev-skills-shader-programming/install","manifest":"https://www.openagentskill.com/api/registry/manifest/gamedev-skills-shader-programming"}},"supply_profile":{"track":{"slug":"design","label":"Design and creative production","shortLabel":"Design","description":"Design assets, images, video, audio, multimodal media, presentation, and creative production skills."},"scenario":{"label":"Design and creative","description":"I need my agent to produce design assets, UI directions, presentations, or creative media workflows.","useCases":[{"slug":"browser-automation","title":"Browser automation"},{"slug":"testing-qa","title":"Testing and QA"},{"slug":"rag-knowledge","title":"RAG and knowledge"}]},"applicableAgents":["Claude Code","CLI","Codex","Cursor"],"install":{"ready":true,"command":"npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming","primaryTarget":"CLI","targetCount":4},"githubQuality":{"stars":800,"starsLabel":"800","forks":61,"license":"Apache-2.0","qualityScore":76,"trustScore":83,"auditScore":86},"maintenance":{"status":"fresh","label":"13d since push","daysSincePush":13,"lastPushedAt":"2026-08-24T12:21:02+00:00"},"risk":{"level":"safe_to_try","label":"Safe to try","requiresReview":true,"notes":["Quality score needs review"]},"coverageTags":["Design","Design and creative","design-creative","agent-skill"]},"audit":{"audit_score":86,"risk_level":"safe_to_try","risk_label":"Safe to try","quality_score":76,"trust_score":83,"maintenance_score":100,"security_score":89,"install_score":92,"warnings":["Quality score needs review"]},"quality_signals":{"model":"v2","star_score":20.33,"usage_score":0,"review_score":5.1,"metadata_score":3,"freshness_score":15},"platforms":["Claude Code"],"use_cases":[{"slug":"browser-automation","title":"Browser automation","url":"https://www.openagentskill.com/use-cases/browser-automation"},{"slug":"testing-qa","title":"Testing and QA","url":"https://www.openagentskill.com/use-cases/testing-qa"},{"slug":"rag-knowledge","title":"RAG and knowledge","url":"https://www.openagentskill.com/use-cases/rag-knowledge"},{"slug":"finance-quant","title":"Finance and quant","url":"https://www.openagentskill.com/use-cases/finance-quant"}],"stacks":[{"slug":"browser-qa-agent","title":"Browser QA agent","url":"https://www.openagentskill.com/collections/browser-qa-agent"},{"slug":"frontend-product-ui","title":"Frontend and UI","url":"https://www.openagentskill.com/collections/frontend-product-ui"},{"slug":"rag-knowledge-base","title":"RAG knowledge base","url":"https://www.openagentskill.com/collections/rag-knowledge-base"}],"install":"npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming","install_targets":[{"id":"openagentskill-cli","label":"CLI","title":"OpenAgentSkill CLI","kind":"command","value":"npx --yes https://github.com/Leon-Drq/openagentskill/releases/download/cli-v0.3.0/openagentskill-0.3.0.tgz add gamedev-skills-shader-programming","description":"Resolve policy, run the source installer safely, and report a verified install receipt.","copyLabel":"Copy command"},{"id":"codex","label":"Codex","title":"Codex install prompt","kind":"agent-prompt","value":"Install the \"shader-programming\" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/shader-programming. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"gamedev-skills-shader-programming\",\"task\":\"Install shader-programming\",\"agent\":\"codex\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Give Codex a repo-aware install prompt when the skill is not available through a local CLI.","copyLabel":"Copy prompt"},{"id":"claude-code","label":"Claude Code","title":"Claude Code skill prompt","kind":"agent-prompt","value":"Add \"shader-programming\" as a Claude Code skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/shader-programming. Inspect the skill instructions, place the reusable skill files in the appropriate local skills location for this project, and report the activation steps. Skill purpose: Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"gamedev-skills-shader-programming\",\"task\":\"Install shader-programming\",\"agent\":\"claude-code\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Use this prompt to ask Claude Code to add the skill and explain the local activation steps.","copyLabel":"Copy prompt"},{"id":"cursor","label":"Cursor","title":"Cursor rule prompt","kind":"agent-prompt","value":"Turn \"shader-programming\" from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/shader-programming into a reusable Cursor project rule or agent instruction. Preserve the core workflow, adapt paths to this repo, and keep the rule scoped to tasks where it is relevant. Skill purpose: Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"gamedev-skills-shader-programming\",\"task\":\"Install shader-programming\",\"agent\":\"cursor\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Use this when installing as Cursor project rules or reusable agent instructions.","copyLabel":"Copy prompt"}],"repository":"https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/shader-programming","github_repo":"gamedev-skills/awesome-gamedev-agent-skills","version":"1.0.0","license":"Apache-2.0","urls":{"web":"https://www.openagentskill.com/skills/gamedev-skills-shader-programming","repository":"https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/shader-programming","api":"/api/agent/skills/gamedev-skills-shader-programming","install_api":"/api/skills/gamedev-skills-shader-programming/install"},"meta":{"created_at":"2026-09-02T19:10:52.88272+00:00","updated_at":"2026-09-02T19:10:53.073175+00:00","agent_friendly":true}}