glsl_skill
- Shell
25
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1
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
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Installation
Preview and clipboard use veilstrat where the catalogue uses aiagentskills.
npx veilstrat add skill martinholovsky/claude-skills-generator --skill glsl- SKILL.md12.2 KB
Overview
This skill provides GLSL shader expertise focused on creating holographic visual effects for the JARVIS HUD. It emphasizes test-driven shader development, GPU performance optimizations, and safety patterns to keep real-time rendering stable. The goal is robust, high-performance holographic panels, energy fields, particle systems, and post-processing effects.
How this skill works
I provide patterns, minimal-to-full shader implementations, and a TDD workflow: write failing shader/unit and visual regression tests, implement the minimum that compiles, then refactor to the full effect. The guidance covers precision qualifiers, branchless math, constant loop bounds, uniform batching, texture atlas usage, and LOD strategies to maintain 60 FPS. I also include safety checks to avoid GPU hangs and memory exhaustion.
When to use it
- Building holographic UI panels with scanlines, edge glow, and animated pulses
- Creating energy fields, particle visuals, or fresnel-based holograms
- Implementing post-processing effects like bloom, glitch, or chromatic aberration
- Visual data displays with custom shaders and threshold-driven coloring
- Optimizing existing shaders for mobile or WebGL2 targets
Best practices
- Adopt TDD: compile tests, uniform checks, and visual regression baselines before feature work
- Prefer branchless code: use mix, smoothstep, step to avoid divergence
- Use constant loop bounds with early exits to prevent GPU hangs
- Batch uniforms into vectors/matrices to reduce CPU-GPU transfers
- Cache texture lookups locally in the shader to avoid redundant sampling
- Match precision qualifiers to data needs (low/mediump/highp) to save GPU cycles
Example use cases
- Holographic panel shader: scanlines, pulse, edge glow with constant scanline loop
- Energy field shader using fresnel and procedural noise for animated translucency
- Data bar visualization with threshold color blending and gradient fill
- Texture atlas icon rendering to minimize draw calls and bindings
- LOD-driven noise/detail reduction based on camera distance for performance
FAQ
Always use constant loop bounds and early exits, limit texture sizes, test with small datasets, and validate uniforms on the CPU before use.
When should I use mediump vs highp precision?
Use mediump for color and normalized values that don’t need high accuracy; reserve highp for positions, UVs that require precision, and arithmetic sensitive to errors.
How do I test visual changes reliably?
Capture framebuffer baselines and run visual regression tests with tight thresholds. Start by updating snapshots only when intentional visual changes are verified.