Creator · gamedev-skills
Last updated · Sep 2, 2026
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
Creator · gamedev-skills
Last updated · Sep 2, 2026
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
Creator · gamedev-skills
Last updated · Sep 2, 2026
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
Creator · gamedev-skills
Last updated · Sep 2, 2026
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
Review then install
Install targets
Codex install prompt
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.Supply asset profile
Design assets, images, video, audio, multimodal media, presentation, and creative production skills.
Scenario
Design and creative
I need my agent to produce design assets, UI directions, presentations, or creative media workflows.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Maintenance
fresh
13d since push
Risk
Safe to try
Quality score needs review
GitHub quality
800
76/100 Quality · 83/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Use as the primary candidate after human or sandbox review.
Stars
800 GitHub stars
Repo activity
800 stars, 61 forks
Maintenance
13d since push
License
Apache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programmingDo not use when
Alternative
174.6K Stars
npx skills add anthropics/skills --skill frontend-design
Alternative
84.6K Stars
npx skills add Leonxlnx/taste-skill --skill design-taste-frontend
Alternative
1.8K Stars
npx skills add Alisa0808/vox-director --skill vox-director
Alternative
174.6K Stars
npx skills add anthropics/skills --skill canvas-design
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/gamedev-skills-shader-programming/install
Agent should check
Copy prompt
Task: Use shader-programming in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/gamedev-skills-shader-programming/install
Install command: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/gamedev-skills-shader-programming/install
LLM text format
/api/skills/gamedev-skills-shader-programming/install?format=text
Find alternatives
/api/skills/search?q=shader-programming&limit=3
Agent prompt
Use shader-programming for this task. Review https://www.openagentskill.com/api/skills/gamedev-skills-shader-programming/install, then install with: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programmingRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/gamedev-skills-shader-programming
LLM text
/api/registry/manifest/gamedev-skills-shader-programming?format=text
Install alias
/api/registry/install/gamedev-skills-shader-programming
Recommend
/api/registry/recommend?task=Use%20shader-programming%20in%20an%20agent%20workflow&limit=3
Agent fit
Browser automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Browser automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Good shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
GitHub adoption
INFO800 GitHub stars
Stars/forks activity
INFO800 stars, 61 forks; issue activity unavailable in current metadata
Recent maintenance
PASS13d since push
License clarity
PASSApache-2.0
Good signals
Review before install
Recommended action
Use as the primary candidate after human or sandbox review.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Verify behavior
I need my agent to test a web app, reproduce bugs, and verify fixes.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Workflow fit
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Design, build, test, and ship interfaces
A practical workflow for agents that turn product briefs or Figma designs into polished frontend code, review the result, test it in a browser, and prepare a safe deployment.
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Alternative shortlist
Similar skills that may fit this task.
Guidance for distinctive, intentional UI design, typography, visual direction, and non-template-like product interfaces.
Design and implementation guidance for distinctive landing pages, portfolios, product demos, and purposeful redesigns.
Turn one topic into a narrated Vox-style paper-collage explainer or ad video, from script through captions.
Create original visual art, posters, PNG assets, and PDF documents through a clear design philosophy.
--- 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. ---
# Shader programming (cross-engine)
Shaders are small programs that run **per vertex** and **per pixel** on the GPU. The concepts — the pipeline, coordinate spaces, UVs, and how common effects are built — port across engines; only the language dialect and built-in variable names change. This skill teaches those portable fundamentals in GLSL with HLSL equivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact engine syntax and built-ins.
## When to use
- Use to understand or write vertex/fragment shaders and to reason about UVs, coordinate spaces, and the GPU pipeline. - Use to build common effects: tint/recolor, scrolling textures, dissolve, outlines, fresnel/rim light, vignette, color grading. - Use to translate a shader concept between GLSL and HLSL, or between engines.
**When *not* to use:** for an engine's exact shader language and built-ins, use `godot-shaders` (Godot shading language) or the engine's material docs. For full particle VFX systems, see `unreal-niagara`. For post-process *stacks*, defer to the engine's renderer settings.
## Core workflow
1. **Know which stage you're in.** The **vertex** shader transforms each vertex into clip space and passes data (UVs, normals) onward; the **fragment/pixel** shader runs per rasterized pixel and outputs a color. Most game effects live in the fragment stage. 2. **Track coordinate spaces.** Positions move model → world → view → clip space; normals belong in world or view space. Mixing spaces is the most common bug. 3. **Drive effects with UVs and time.** UVs are `0..1` texture coordinates; offset, scale, or distort them, and animate with a `time` uniform. 4. **Work per pixel, branch-light.** Prefer `mix`, `step`, `smoothstep`, and `clamp` over `if` where possible; GPUs run pixels in lockstep and dislike divergent branches. 5. **Pass data via uniforms** (constant per draw) and **varyings** (interpolated vertex→fragment). Keep texture samples few; they dominate cost. 6. **Verify visually and on target hardware.** Shaders that look right on desktop can break on mobile (precision, missing features). Test where it ships.
## Patterns
GLSL-style fragment snippets (close to Godot's `canvas_item`/`spatial` shaders and OpenGL). See `references/effects.md` for the HLSL equivalents and the full outline/fresnel/vignette shaders.
### 1. Fragment basics: sample, tint, and combine
```glsl // Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha. uniform sampler2D tex; uniform vec4 tint; // e.g. (1,0,0,1) reddens; multiply is non-destructive in vec2 uv; // interpolated 0..1 texture coordinate (a "varying") out vec4 frag; void main() { vec4 c = texture(tex, uv); // HLSL: tex.Sample(samp, uv) frag = c * tint; // component-wise multiply tints without clipping } ```
### 2. Scrolling UVs (animated texture) — frame-rate independent
```glsl // Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles. uniform sampler2D tex; uniform float time; // seconds, supplied by the engine uniform vec2 scroll_speed; // UV units per second, e.g. (0.1, 0.0) in vec2 uv; out vec4 frag; void main() { vec2 scrolled = fract(uv + scroll_speed * time); // HLSL: frac(...) frag = texture(tex, scrolled); } // Drive with a real time uniform, not a per-frame accumulator, so speed is stable. ```
### 3. Dissolve (threshold a noise map, glow the edge)
```glsl // Hide pixels where noise < threshold; tint a thin band at the boundary. uniform sampler2D tex; uniform sampler2D noise_tex; // grayscale noise, 0..1 uniform float amount; // 0 = fully visible, 1 = fully dissolved uniform float edge = 0.05; // width of the glowing edge band uniform vec4 edge_color; in vec2 uv; out vec4 frag; void main() { vec4 c = texture(tex, uv); float n = texture(noise_tex, uv).r; if (n < amount) discard; // cut away dissolved pixels float e = smoothstep(amount, amount + edge, n); // 0 at the edge -> 1 inside frag = mix(edge_color, c, e); // HLSL: lerp(edge_color, c, e) } ```
### 4. Fresnel rim light (3D) — brighten glancing angles
```glsl // Rim = 1 where the surface faces away from the camera (silhouette glow). in vec3 world_normal; // normalized, world space (from the vertex stage) in vec3 view_dir; // normalized, surface -> camera, world space uniform float power = 3.0; uniform vec3 rim_color; out vec4 frag; void main() { float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power); frag = vec4(rim_color * f, 1.0); // add to lighting; f peaks at the silhouette } // Correctness: normal and view_dir MUST be in the same space and normalized. ```
## Pitfalls
- **Mixing coordinate spaces** (lighting a world-space normal against a view-space light) yields subtly wrong shading. Pick one space and convert everything into it. - **Forgetting to normalize** interpolated normals/directions: interpolation shortens vectors, so `dot()` results drift. `normalize()` in the fragment stage. - **UV assumptions across engines.** Some engines flip V (top-left vs bottom-left origin); a texture may appear upside-down. Know your engine's convention. - **Heavy branching / dynamic loops** stall GPUs. Prefer `step`/`smoothstep`/ `mix`; reserve `if`/`discard` for genuinely cheap early-outs. - **`discard` defeats early-Z** and can hurt performance on tiled mobile GPUs; prefer alpha blending where you can. - **Precision on mobile**: `highp` vs `mediump` matters; large UVs or time values in low precision shimmer. Use adequate precision for coordinates and time. - **Assuming GLSL == HLSL.** `mix`↔`lerp`, `fract`↔`frac`, `texture()`↔`.Sample()`, `vec2`↔`float2`, column- vs row-major matrices. See the reference mapping.
## References
- `references/effects.md` — full outline (2D sprite + 3D), vignette, and color grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes (Godot `canvas_item`/`spatial`, Unity ShaderLab/HLSL, Unreal material nodes).
## Related skills
- `godot-shaders` — Godot shading language syntax, built-ins, and screen-reading. - `unreal-niagara` — GPU particle VFX (a different shader use). - `procedural-gen` — the noise that drives dissolve and procedural texturing.
Source provenance
Decision snapshot
800 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for shader-programming, ready for a manual X post.
shader-programming: Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate... 800 stars https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=x
Listing + install path for shader-programming: https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=x Install: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-program...
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This listing was indexed from public sources and is not marked official until a maintainer claim is approved.
Attribution links to the public repository or creator profile. Creators can claim the listing to update ownership signals.
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Review then install
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1.8K StarsCanvas Design
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174.6K StarsReview then install
Install targets
Codex install prompt
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.Supply asset profile
Design assets, images, video, audio, multimodal media, presentation, and creative production skills.
Scenario
Design and creative
I need my agent to produce design assets, UI directions, presentations, or creative media workflows.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Maintenance
fresh
13d since push
Risk
Safe to try
Quality score needs review
GitHub quality
800
76/100 Quality · 83/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Use as the primary candidate after human or sandbox review.
Stars
800 GitHub stars
Repo activity
800 stars, 61 forks
Maintenance
13d since push
License
Apache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programmingDo not use when
Alternative
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Alternative
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Alternative
1.8K Stars
npx skills add Alisa0808/vox-director --skill vox-director
Alternative
174.6K Stars
npx skills add anthropics/skills --skill canvas-design
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/gamedev-skills-shader-programming/install
Agent should check
Copy prompt
Task: Use shader-programming in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/gamedev-skills-shader-programming/install
Install command: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/gamedev-skills-shader-programming/install
LLM text format
/api/skills/gamedev-skills-shader-programming/install?format=text
Find alternatives
/api/skills/search?q=shader-programming&limit=3
Agent prompt
Use shader-programming for this task. Review https://www.openagentskill.com/api/skills/gamedev-skills-shader-programming/install, then install with: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programmingRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/gamedev-skills-shader-programming
LLM text
/api/registry/manifest/gamedev-skills-shader-programming?format=text
Install alias
/api/registry/install/gamedev-skills-shader-programming
Recommend
/api/registry/recommend?task=Use%20shader-programming%20in%20an%20agent%20workflow&limit=3
Agent fit
Browser automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Browser automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Good shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
GitHub adoption
INFO800 GitHub stars
Stars/forks activity
INFO800 stars, 61 forks; issue activity unavailable in current metadata
Recent maintenance
PASS13d since push
License clarity
PASSApache-2.0
Good signals
Review before install
Recommended action
Use as the primary candidate after human or sandbox review.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Verify behavior
I need my agent to test a web app, reproduce bugs, and verify fixes.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Workflow fit
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Design, build, test, and ship interfaces
A practical workflow for agents that turn product briefs or Figma designs into polished frontend code, review the result, test it in a browser, and prepare a safe deployment.
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Alternative shortlist
Similar skills that may fit this task.
Guidance for distinctive, intentional UI design, typography, visual direction, and non-template-like product interfaces.
Design and implementation guidance for distinctive landing pages, portfolios, product demos, and purposeful redesigns.
Turn one topic into a narrated Vox-style paper-collage explainer or ad video, from script through captions.
Create original visual art, posters, PNG assets, and PDF documents through a clear design philosophy.
--- 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. ---
# Shader programming (cross-engine)
Shaders are small programs that run **per vertex** and **per pixel** on the GPU. The concepts — the pipeline, coordinate spaces, UVs, and how common effects are built — port across engines; only the language dialect and built-in variable names change. This skill teaches those portable fundamentals in GLSL with HLSL equivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact engine syntax and built-ins.
## When to use
- Use to understand or write vertex/fragment shaders and to reason about UVs, coordinate spaces, and the GPU pipeline. - Use to build common effects: tint/recolor, scrolling textures, dissolve, outlines, fresnel/rim light, vignette, color grading. - Use to translate a shader concept between GLSL and HLSL, or between engines.
**When *not* to use:** for an engine's exact shader language and built-ins, use `godot-shaders` (Godot shading language) or the engine's material docs. For full particle VFX systems, see `unreal-niagara`. For post-process *stacks*, defer to the engine's renderer settings.
## Core workflow
1. **Know which stage you're in.** The **vertex** shader transforms each vertex into clip space and passes data (UVs, normals) onward; the **fragment/pixel** shader runs per rasterized pixel and outputs a color. Most game effects live in the fragment stage. 2. **Track coordinate spaces.** Positions move model → world → view → clip space; normals belong in world or view space. Mixing spaces is the most common bug. 3. **Drive effects with UVs and time.** UVs are `0..1` texture coordinates; offset, scale, or distort them, and animate with a `time` uniform. 4. **Work per pixel, branch-light.** Prefer `mix`, `step`, `smoothstep`, and `clamp` over `if` where possible; GPUs run pixels in lockstep and dislike divergent branches. 5. **Pass data via uniforms** (constant per draw) and **varyings** (interpolated vertex→fragment). Keep texture samples few; they dominate cost. 6. **Verify visually and on target hardware.** Shaders that look right on desktop can break on mobile (precision, missing features). Test where it ships.
## Patterns
GLSL-style fragment snippets (close to Godot's `canvas_item`/`spatial` shaders and OpenGL). See `references/effects.md` for the HLSL equivalents and the full outline/fresnel/vignette shaders.
### 1. Fragment basics: sample, tint, and combine
```glsl // Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha. uniform sampler2D tex; uniform vec4 tint; // e.g. (1,0,0,1) reddens; multiply is non-destructive in vec2 uv; // interpolated 0..1 texture coordinate (a "varying") out vec4 frag; void main() { vec4 c = texture(tex, uv); // HLSL: tex.Sample(samp, uv) frag = c * tint; // component-wise multiply tints without clipping } ```
### 2. Scrolling UVs (animated texture) — frame-rate independent
```glsl // Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles. uniform sampler2D tex; uniform float time; // seconds, supplied by the engine uniform vec2 scroll_speed; // UV units per second, e.g. (0.1, 0.0) in vec2 uv; out vec4 frag; void main() { vec2 scrolled = fract(uv + scroll_speed * time); // HLSL: frac(...) frag = texture(tex, scrolled); } // Drive with a real time uniform, not a per-frame accumulator, so speed is stable. ```
### 3. Dissolve (threshold a noise map, glow the edge)
```glsl // Hide pixels where noise < threshold; tint a thin band at the boundary. uniform sampler2D tex; uniform sampler2D noise_tex; // grayscale noise, 0..1 uniform float amount; // 0 = fully visible, 1 = fully dissolved uniform float edge = 0.05; // width of the glowing edge band uniform vec4 edge_color; in vec2 uv; out vec4 frag; void main() { vec4 c = texture(tex, uv); float n = texture(noise_tex, uv).r; if (n < amount) discard; // cut away dissolved pixels float e = smoothstep(amount, amount + edge, n); // 0 at the edge -> 1 inside frag = mix(edge_color, c, e); // HLSL: lerp(edge_color, c, e) } ```
### 4. Fresnel rim light (3D) — brighten glancing angles
```glsl // Rim = 1 where the surface faces away from the camera (silhouette glow). in vec3 world_normal; // normalized, world space (from the vertex stage) in vec3 view_dir; // normalized, surface -> camera, world space uniform float power = 3.0; uniform vec3 rim_color; out vec4 frag; void main() { float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power); frag = vec4(rim_color * f, 1.0); // add to lighting; f peaks at the silhouette } // Correctness: normal and view_dir MUST be in the same space and normalized. ```
## Pitfalls
- **Mixing coordinate spaces** (lighting a world-space normal against a view-space light) yields subtly wrong shading. Pick one space and convert everything into it. - **Forgetting to normalize** interpolated normals/directions: interpolation shortens vectors, so `dot()` results drift. `normalize()` in the fragment stage. - **UV assumptions across engines.** Some engines flip V (top-left vs bottom-left origin); a texture may appear upside-down. Know your engine's convention. - **Heavy branching / dynamic loops** stall GPUs. Prefer `step`/`smoothstep`/ `mix`; reserve `if`/`discard` for genuinely cheap early-outs. - **`discard` defeats early-Z** and can hurt performance on tiled mobile GPUs; prefer alpha blending where you can. - **Precision on mobile**: `highp` vs `mediump` matters; large UVs or time values in low precision shimmer. Use adequate precision for coordinates and time. - **Assuming GLSL == HLSL.** `mix`↔`lerp`, `fract`↔`frac`, `texture()`↔`.Sample()`, `vec2`↔`float2`, column- vs row-major matrices. See the reference mapping.
## References
- `references/effects.md` — full outline (2D sprite + 3D), vignette, and color grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes (Godot `canvas_item`/`spatial`, Unity ShaderLab/HLSL, Unreal material nodes).
## Related skills
- `godot-shaders` — Godot shading language syntax, built-ins, and screen-reading. - `unreal-niagara` — GPU particle VFX (a different shader use). - `procedural-gen` — the noise that drives dissolve and procedural texturing.
Source provenance
Decision snapshot
800 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for shader-programming, ready for a manual X post.
shader-programming: Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate... 800 stars https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=x
Listing + install path for shader-programming: https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=x Install: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-program...
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Frontend Design
Guidance for distinctive, intentional UI design, typography, visual direction, and non-template-like product interfaces.
174.6K StarsTaste Skill: Anti-Slop Frontend
Design and implementation guidance for distinctive landing pages, portfolios, product demos, and purposeful redesigns.
84.6K StarsVox Director
Turn one topic into a narrated Vox-style paper-collage explainer or ad video, from script through captions.
1.8K StarsCanvas Design
Create original visual art, posters, PNG assets, and PDF documents through a clear design philosophy.
174.6K StarsReview then install
Install targets
Codex install prompt
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.Supply asset profile
Design assets, images, video, audio, multimodal media, presentation, and creative production skills.
Scenario
Design and creative
I need my agent to produce design assets, UI directions, presentations, or creative media workflows.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Maintenance
fresh
13d since push
Risk
Safe to try
Quality score needs review
GitHub quality
800
76/100 Quality · 83/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Use as the primary candidate after human or sandbox review.
Stars
800 GitHub stars
Repo activity
800 stars, 61 forks
Maintenance
13d since push
License
Apache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programmingDo not use when
Alternative
174.6K Stars
npx skills add anthropics/skills --skill frontend-design
Alternative
84.6K Stars
npx skills add Leonxlnx/taste-skill --skill design-taste-frontend
Alternative
1.8K Stars
npx skills add Alisa0808/vox-director --skill vox-director
Alternative
174.6K Stars
npx skills add anthropics/skills --skill canvas-design
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/gamedev-skills-shader-programming/install
Agent should check
Copy prompt
Task: Use shader-programming in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/gamedev-skills-shader-programming/install
Install command: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/gamedev-skills-shader-programming/install
LLM text format
/api/skills/gamedev-skills-shader-programming/install?format=text
Find alternatives
/api/skills/search?q=shader-programming&limit=3
Agent prompt
Use shader-programming for this task. Review https://www.openagentskill.com/api/skills/gamedev-skills-shader-programming/install, then install with: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programmingRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/gamedev-skills-shader-programming
LLM text
/api/registry/manifest/gamedev-skills-shader-programming?format=text
Install alias
/api/registry/install/gamedev-skills-shader-programming
Recommend
/api/registry/recommend?task=Use%20shader-programming%20in%20an%20agent%20workflow&limit=3
Agent fit
Browser automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Browser automation
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Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Good shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
GitHub adoption
INFO800 GitHub stars
Stars/forks activity
INFO800 stars, 61 forks; issue activity unavailable in current metadata
Recent maintenance
PASS13d since push
License clarity
PASSApache-2.0
Good signals
Review before install
Recommended action
Use as the primary candidate after human or sandbox review.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Verify behavior
I need my agent to test a web app, reproduce bugs, and verify fixes.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Workflow fit
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Design, build, test, and ship interfaces
A practical workflow for agents that turn product briefs or Figma designs into polished frontend code, review the result, test it in a browser, and prepare a safe deployment.
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Alternative shortlist
Similar skills that may fit this task.
Guidance for distinctive, intentional UI design, typography, visual direction, and non-template-like product interfaces.
Design and implementation guidance for distinctive landing pages, portfolios, product demos, and purposeful redesigns.
Turn one topic into a narrated Vox-style paper-collage explainer or ad video, from script through captions.
Create original visual art, posters, PNG assets, and PDF documents through a clear design philosophy.
--- 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. ---
# Shader programming (cross-engine)
Shaders are small programs that run **per vertex** and **per pixel** on the GPU. The concepts — the pipeline, coordinate spaces, UVs, and how common effects are built — port across engines; only the language dialect and built-in variable names change. This skill teaches those portable fundamentals in GLSL with HLSL equivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact engine syntax and built-ins.
## When to use
- Use to understand or write vertex/fragment shaders and to reason about UVs, coordinate spaces, and the GPU pipeline. - Use to build common effects: tint/recolor, scrolling textures, dissolve, outlines, fresnel/rim light, vignette, color grading. - Use to translate a shader concept between GLSL and HLSL, or between engines.
**When *not* to use:** for an engine's exact shader language and built-ins, use `godot-shaders` (Godot shading language) or the engine's material docs. For full particle VFX systems, see `unreal-niagara`. For post-process *stacks*, defer to the engine's renderer settings.
## Core workflow
1. **Know which stage you're in.** The **vertex** shader transforms each vertex into clip space and passes data (UVs, normals) onward; the **fragment/pixel** shader runs per rasterized pixel and outputs a color. Most game effects live in the fragment stage. 2. **Track coordinate spaces.** Positions move model → world → view → clip space; normals belong in world or view space. Mixing spaces is the most common bug. 3. **Drive effects with UVs and time.** UVs are `0..1` texture coordinates; offset, scale, or distort them, and animate with a `time` uniform. 4. **Work per pixel, branch-light.** Prefer `mix`, `step`, `smoothstep`, and `clamp` over `if` where possible; GPUs run pixels in lockstep and dislike divergent branches. 5. **Pass data via uniforms** (constant per draw) and **varyings** (interpolated vertex→fragment). Keep texture samples few; they dominate cost. 6. **Verify visually and on target hardware.** Shaders that look right on desktop can break on mobile (precision, missing features). Test where it ships.
## Patterns
GLSL-style fragment snippets (close to Godot's `canvas_item`/`spatial` shaders and OpenGL). See `references/effects.md` for the HLSL equivalents and the full outline/fresnel/vignette shaders.
### 1. Fragment basics: sample, tint, and combine
```glsl // Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha. uniform sampler2D tex; uniform vec4 tint; // e.g. (1,0,0,1) reddens; multiply is non-destructive in vec2 uv; // interpolated 0..1 texture coordinate (a "varying") out vec4 frag; void main() { vec4 c = texture(tex, uv); // HLSL: tex.Sample(samp, uv) frag = c * tint; // component-wise multiply tints without clipping } ```
### 2. Scrolling UVs (animated texture) — frame-rate independent
```glsl // Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles. uniform sampler2D tex; uniform float time; // seconds, supplied by the engine uniform vec2 scroll_speed; // UV units per second, e.g. (0.1, 0.0) in vec2 uv; out vec4 frag; void main() { vec2 scrolled = fract(uv + scroll_speed * time); // HLSL: frac(...) frag = texture(tex, scrolled); } // Drive with a real time uniform, not a per-frame accumulator, so speed is stable. ```
### 3. Dissolve (threshold a noise map, glow the edge)
```glsl // Hide pixels where noise < threshold; tint a thin band at the boundary. uniform sampler2D tex; uniform sampler2D noise_tex; // grayscale noise, 0..1 uniform float amount; // 0 = fully visible, 1 = fully dissolved uniform float edge = 0.05; // width of the glowing edge band uniform vec4 edge_color; in vec2 uv; out vec4 frag; void main() { vec4 c = texture(tex, uv); float n = texture(noise_tex, uv).r; if (n < amount) discard; // cut away dissolved pixels float e = smoothstep(amount, amount + edge, n); // 0 at the edge -> 1 inside frag = mix(edge_color, c, e); // HLSL: lerp(edge_color, c, e) } ```
### 4. Fresnel rim light (3D) — brighten glancing angles
```glsl // Rim = 1 where the surface faces away from the camera (silhouette glow). in vec3 world_normal; // normalized, world space (from the vertex stage) in vec3 view_dir; // normalized, surface -> camera, world space uniform float power = 3.0; uniform vec3 rim_color; out vec4 frag; void main() { float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power); frag = vec4(rim_color * f, 1.0); // add to lighting; f peaks at the silhouette } // Correctness: normal and view_dir MUST be in the same space and normalized. ```
## Pitfalls
- **Mixing coordinate spaces** (lighting a world-space normal against a view-space light) yields subtly wrong shading. Pick one space and convert everything into it. - **Forgetting to normalize** interpolated normals/directions: interpolation shortens vectors, so `dot()` results drift. `normalize()` in the fragment stage. - **UV assumptions across engines.** Some engines flip V (top-left vs bottom-left origin); a texture may appear upside-down. Know your engine's convention. - **Heavy branching / dynamic loops** stall GPUs. Prefer `step`/`smoothstep`/ `mix`; reserve `if`/`discard` for genuinely cheap early-outs. - **`discard` defeats early-Z** and can hurt performance on tiled mobile GPUs; prefer alpha blending where you can. - **Precision on mobile**: `highp` vs `mediump` matters; large UVs or time values in low precision shimmer. Use adequate precision for coordinates and time. - **Assuming GLSL == HLSL.** `mix`↔`lerp`, `fract`↔`frac`, `texture()`↔`.Sample()`, `vec2`↔`float2`, column- vs row-major matrices. See the reference mapping.
## References
- `references/effects.md` — full outline (2D sprite + 3D), vignette, and color grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes (Godot `canvas_item`/`spatial`, Unity ShaderLab/HLSL, Unreal material nodes).
## Related skills
- `godot-shaders` — Godot shading language syntax, built-ins, and screen-reading. - `unreal-niagara` — GPU particle VFX (a different shader use). - `procedural-gen` — the noise that drives dissolve and procedural texturing.
Source provenance
Decision snapshot
800 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for shader-programming, ready for a manual X post.
shader-programming: Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate... 800 stars https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=x
Listing + install path for shader-programming: https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=x Install: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-program...
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Attribution links to the public repository or creator profile. Creators can claim the listing to update ownership signals.
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[](https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[](https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[](https://www.openagentskill.com/skills/gamedev-skills-shader-programming/audit)
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Review then install
Frontend Design
Guidance for distinctive, intentional UI design, typography, visual direction, and non-template-like product interfaces.
174.6K StarsTaste Skill: Anti-Slop Frontend
Design and implementation guidance for distinctive landing pages, portfolios, product demos, and purposeful redesigns.
84.6K StarsVox Director
Turn one topic into a narrated Vox-style paper-collage explainer or ad video, from script through captions.
1.8K StarsCanvas Design
Create original visual art, posters, PNG assets, and PDF documents through a clear design philosophy.
174.6K StarsReview then install
Install targets
Codex install prompt
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.Supply asset profile
Design assets, images, video, audio, multimodal media, presentation, and creative production skills.
Scenario
Design and creative
I need my agent to produce design assets, UI directions, presentations, or creative media workflows.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Maintenance
fresh
13d since push
Risk
Safe to try
Quality score needs review
GitHub quality
800
76/100 Quality · 83/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Use as the primary candidate after human or sandbox review.
Stars
800 GitHub stars
Repo activity
800 stars, 61 forks
Maintenance
13d since push
License
Apache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programmingDo not use when
Alternative
174.6K Stars
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Alternative
84.6K Stars
npx skills add Leonxlnx/taste-skill --skill design-taste-frontend
Alternative
1.8K Stars
npx skills add Alisa0808/vox-director --skill vox-director
Alternative
174.6K Stars
npx skills add anthropics/skills --skill canvas-design
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
Agent resolve plan
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Open JSON
/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
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Task: Use shader-programming in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20shader-programming%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/gamedev-skills-shader-programming/install
Install command: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
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Use shader-programming for this task. Review https://www.openagentskill.com/api/skills/gamedev-skills-shader-programming/install, then install with: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programmingRegistry metadata
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Browser automation
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INFO800 GitHub stars
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Alternative shortlist
Similar skills that may fit this task.
Guidance for distinctive, intentional UI design, typography, visual direction, and non-template-like product interfaces.
Design and implementation guidance for distinctive landing pages, portfolios, product demos, and purposeful redesigns.
Turn one topic into a narrated Vox-style paper-collage explainer or ad video, from script through captions.
Create original visual art, posters, PNG assets, and PDF documents through a clear design philosophy.
--- 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. ---
# Shader programming (cross-engine)
Shaders are small programs that run **per vertex** and **per pixel** on the GPU. The concepts — the pipeline, coordinate spaces, UVs, and how common effects are built — port across engines; only the language dialect and built-in variable names change. This skill teaches those portable fundamentals in GLSL with HLSL equivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact engine syntax and built-ins.
## When to use
- Use to understand or write vertex/fragment shaders and to reason about UVs, coordinate spaces, and the GPU pipeline. - Use to build common effects: tint/recolor, scrolling textures, dissolve, outlines, fresnel/rim light, vignette, color grading. - Use to translate a shader concept between GLSL and HLSL, or between engines.
**When *not* to use:** for an engine's exact shader language and built-ins, use `godot-shaders` (Godot shading language) or the engine's material docs. For full particle VFX systems, see `unreal-niagara`. For post-process *stacks*, defer to the engine's renderer settings.
## Core workflow
1. **Know which stage you're in.** The **vertex** shader transforms each vertex into clip space and passes data (UVs, normals) onward; the **fragment/pixel** shader runs per rasterized pixel and outputs a color. Most game effects live in the fragment stage. 2. **Track coordinate spaces.** Positions move model → world → view → clip space; normals belong in world or view space. Mixing spaces is the most common bug. 3. **Drive effects with UVs and time.** UVs are `0..1` texture coordinates; offset, scale, or distort them, and animate with a `time` uniform. 4. **Work per pixel, branch-light.** Prefer `mix`, `step`, `smoothstep`, and `clamp` over `if` where possible; GPUs run pixels in lockstep and dislike divergent branches. 5. **Pass data via uniforms** (constant per draw) and **varyings** (interpolated vertex→fragment). Keep texture samples few; they dominate cost. 6. **Verify visually and on target hardware.** Shaders that look right on desktop can break on mobile (precision, missing features). Test where it ships.
## Patterns
GLSL-style fragment snippets (close to Godot's `canvas_item`/`spatial` shaders and OpenGL). See `references/effects.md` for the HLSL equivalents and the full outline/fresnel/vignette shaders.
### 1. Fragment basics: sample, tint, and combine
```glsl // Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha. uniform sampler2D tex; uniform vec4 tint; // e.g. (1,0,0,1) reddens; multiply is non-destructive in vec2 uv; // interpolated 0..1 texture coordinate (a "varying") out vec4 frag; void main() { vec4 c = texture(tex, uv); // HLSL: tex.Sample(samp, uv) frag = c * tint; // component-wise multiply tints without clipping } ```
### 2. Scrolling UVs (animated texture) — frame-rate independent
```glsl // Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles. uniform sampler2D tex; uniform float time; // seconds, supplied by the engine uniform vec2 scroll_speed; // UV units per second, e.g. (0.1, 0.0) in vec2 uv; out vec4 frag; void main() { vec2 scrolled = fract(uv + scroll_speed * time); // HLSL: frac(...) frag = texture(tex, scrolled); } // Drive with a real time uniform, not a per-frame accumulator, so speed is stable. ```
### 3. Dissolve (threshold a noise map, glow the edge)
```glsl // Hide pixels where noise < threshold; tint a thin band at the boundary. uniform sampler2D tex; uniform sampler2D noise_tex; // grayscale noise, 0..1 uniform float amount; // 0 = fully visible, 1 = fully dissolved uniform float edge = 0.05; // width of the glowing edge band uniform vec4 edge_color; in vec2 uv; out vec4 frag; void main() { vec4 c = texture(tex, uv); float n = texture(noise_tex, uv).r; if (n < amount) discard; // cut away dissolved pixels float e = smoothstep(amount, amount + edge, n); // 0 at the edge -> 1 inside frag = mix(edge_color, c, e); // HLSL: lerp(edge_color, c, e) } ```
### 4. Fresnel rim light (3D) — brighten glancing angles
```glsl // Rim = 1 where the surface faces away from the camera (silhouette glow). in vec3 world_normal; // normalized, world space (from the vertex stage) in vec3 view_dir; // normalized, surface -> camera, world space uniform float power = 3.0; uniform vec3 rim_color; out vec4 frag; void main() { float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power); frag = vec4(rim_color * f, 1.0); // add to lighting; f peaks at the silhouette } // Correctness: normal and view_dir MUST be in the same space and normalized. ```
## Pitfalls
- **Mixing coordinate spaces** (lighting a world-space normal against a view-space light) yields subtly wrong shading. Pick one space and convert everything into it. - **Forgetting to normalize** interpolated normals/directions: interpolation shortens vectors, so `dot()` results drift. `normalize()` in the fragment stage. - **UV assumptions across engines.** Some engines flip V (top-left vs bottom-left origin); a texture may appear upside-down. Know your engine's convention. - **Heavy branching / dynamic loops** stall GPUs. Prefer `step`/`smoothstep`/ `mix`; reserve `if`/`discard` for genuinely cheap early-outs. - **`discard` defeats early-Z** and can hurt performance on tiled mobile GPUs; prefer alpha blending where you can. - **Precision on mobile**: `highp` vs `mediump` matters; large UVs or time values in low precision shimmer. Use adequate precision for coordinates and time. - **Assuming GLSL == HLSL.** `mix`↔`lerp`, `fract`↔`frac`, `texture()`↔`.Sample()`, `vec2`↔`float2`, column- vs row-major matrices. See the reference mapping.
## References
- `references/effects.md` — full outline (2D sprite + 3D), vignette, and color grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes (Godot `canvas_item`/`spatial`, Unity ShaderLab/HLSL, Unreal material nodes).
## Related skills
- `godot-shaders` — Godot shading language syntax, built-ins, and screen-reading. - `unreal-niagara` — GPU particle VFX (a different shader use). - `procedural-gen` — the noise that drives dissolve and procedural texturing.
Source provenance
Decision snapshot
800 GitHub stars
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Scenario-led draft for shader-programming, ready for a manual X post.
shader-programming: Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate... 800 stars https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=x
Listing + install path for shader-programming: https://www.openagentskill.com/skills/gamedev-skills-shader-programming?ref=x Install: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-program...
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