Pixijs
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
A skill your agent uses when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting…
$ npx skills add HHU3637kr/skills --skill shader-dev -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install HHU3637kr/skills shader-dev --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/HHU3637kr/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/shader-dev .claude/skills/shader-dev && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "shader-dev" agent skill from https://github.com/HHU3637kr/skills/tree/master/shader-dev into .claude/skills/shader-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-dev", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/HHU3637kr/skills/tree/master/shader-devType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add HHU3637kr/skills --skill shader-dev -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install HHU3637kr/skills shader-dev --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/HHU3637kr/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/shader-dev .agents/skills/shader-dev && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "shader-dev" agent skill from https://github.com/HHU3637kr/skills/tree/master/shader-dev into .agents/skills/shader-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-dev", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add HHU3637kr/skills --skill shader-dev -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install HHU3637kr/skills shader-dev --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/HHU3637kr/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/shader-dev .cursor/skills/shader-dev && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "shader-dev" agent skill from https://github.com/HHU3637kr/skills/tree/master/shader-dev into .cursor/skills/shader-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-dev", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/HHU3637kr/skills.git --path shader-dev--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add HHU3637kr/skills --skill shader-dev -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install HHU3637kr/skills shader-dev --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/HHU3637kr/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/shader-dev .gemini/skills/shader-dev && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "shader-dev" agent skill from https://github.com/HHU3637kr/skills/tree/master/shader-dev into .gemini/skills/shader-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-dev", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install HHU3637kr/skills shader-devInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add HHU3637kr/skills --skill shader-dev -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/HHU3637kr/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/shader-dev .github/skills/shader-dev && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "shader-dev" agent skill from https://github.com/HHU3637kr/skills/tree/master/shader-dev into .github/skills/shader-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-dev", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add HHU3637kr/skills --skill shader-dev -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install HHU3637kr/skills shader-dev --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/HHU3637kr/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/shader-dev .opencode/skills/shader-dev && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "shader-dev" agent skill from https://github.com/HHU3637kr/skills/tree/master/shader-dev into .opencode/skills/shader-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-dev", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
shader-devA skill your agent uses when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting…
Shader Dev is an agent skill from HHU3637kr/skills. Use when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting, particles, fluids, or post-processing. Do not use for general frontend animation, CSS effects, image editing, or non-shader graphics tasks.
Its SKILL.md is about 4.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 76 other files (for example `reference/ambient-occlusion.md`, `reference/analytic-ray-tracing.md` and `reference/anti-aliasing.md`).
It sits in Game Development, covering Shaders and Image editing. The licence is MIT.
4 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit a2cccf6. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are glsl and javascript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Shader Dev loads about 4.2k tokens when it runs. Until then it costs about 80 tokens; SKILL.md has 1,332 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from HHU3637kr/skills at commit a2cccf6, republished under its MIT licence (© HHU3637kr). 1,332 words, ~4,202 tokens.
.claude/skills/shader-dev/SKILL.md (or your agent's skills folder). This skill also uses 75 other files; get the full folder from GitHub.A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
/shader-dev <request>$ARGUMENTS contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").
shader-dev/
├── SKILL.md # Core skill (this file)
├── techniques/ # Implementation guides (read per routing table)
│ ├── ray-marching.md # Sphere tracing with SDF
│ ├── sdf-3d.md # 3D signed distance functions
│ ├── lighting-model.md # PBR, Phong, toon shading
│ ├── procedural-noise.md # Perlin, Simplex, FBM
│ └── ... # 34 more technique files
└── reference/ # Detailed guides (read as needed)
├── ray-marching.md # Math derivations & advanced patterns
├── sdf-3d.md # Extended SDF theory
├── lighting-model.md # Lighting math deep-dive
├── procedural-noise.md # Noise function theory
└── ... # 34 more reference filestechniques/ — each file contains core principles, implementation steps, and complete code templatesreference/| User wants to create... | Primary technique | Combine with |
|---|---|---|
| 3D objects / scenes from math | ray-marching + sdf-3d | lighting-model, shadow-techniques |
| Complex 3D shapes (booleans, blends) | csg-boolean-operations | sdf-3d, ray-marching |
| Infinite repeating patterns in 3D | domain-repetition | sdf-3d, ray-marching |
| Organic / warped shapes | domain-warping | procedural-noise |
| Fluid / smoke / ink effects | fluid-simulation | multipass-buffer |
| Particle effects (fire, sparks, snow) | particle-system | procedural-noise, color-palette |
| Physically-based simulations | simulation-physics | multipass-buffer |
| Game of Life / reaction-diffusion | cellular-automata | multipass-buffer, color-palette |
| Ocean / water surface | water-ocean | atmospheric-scattering, lighting-model |
| Terrain / landscape | terrain-rendering | atmospheric-scattering, procedural-noise |
| Clouds / fog / volumetric fire | volumetric-rendering | procedural-noise, atmospheric-scattering |
| Sky / sunset / atmosphere | atmospheric-scattering | volumetric-rendering |
| Realistic lighting (PBR, Phong) | lighting-model | shadow-techniques, ambient-occlusion |
| Shadows (soft / hard) | shadow-techniques | lighting-model |
| Ambient occlusion | ambient-occlusion | lighting-model, normal-estimation |
| Path tracing / global illumination | path-tracing-gi | analytic-ray-tracing, multipass-buffer |
| Precise ray-geometry intersections | analytic-ray-tracing | lighting-model |
| Voxel worlds (Minecraft-style) | voxel-rendering | lighting-model, shadow-techniques |
| Noise / FBM textures | procedural-noise | domain-warping |
| Tiled 2D patterns | procedural-2d-pattern | polar-uv-manipulation |
| Voronoi / cell patterns | voronoi-cellular-noise | color-palette |
| Fractals (Mandelbrot, Julia, 3D) | fractal-rendering | color-palette, polar-uv-manipulation |
| Color grading / palettes | color-palette | — |
| Bloom / tone mapping / glitch | post-processing | multipass-buffer |
| Multi-pass ping-pong buffers | multipass-buffer | — |
| Texture / sampling techniques | texture-sampling | — |
| Camera / matrix transforms | matrix-transform | — |
| Surface normals | normal-estimation | — |
| Polar coords / kaleidoscope | polar-uv-manipulation | procedural-2d-pattern |
| 2D shapes / UI from SDF | sdf-2d | color-palette |
| Procedural audio / music | sound-synthesis | — |
| SDF tricks / optimization | sdf-tricks | sdf-3d, ray-marching |
| Anti-aliased rendering | anti-aliasing | sdf-2d, post-processing |
| Depth of field / motion blur / lens effects | camera-effects | post-processing, multipass-buffer |
| Advanced texture mapping / no-tile textures | texture-mapping-advanced | terrain-rendering, texture-sampling |
| WebGL2 shader errors / debugging | webgl-pitfalls | — |
fragCoord, main() wrapper, function order, macro limitations, uniform nullAll technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:
canvas.getContext("webgl2")#version 300 es, fragment shader adds precision highp float;out vec4 fragColor;attribute → in, varying → outvarying → in, gl_FragColor → fragColor, texture2D() → texture()gl_FragCoord.xy instead of fragCoord (WebGL2 does not have fragCoord built-in)// WRONG
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
// CORRECT
vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;void mainImage(out vec4 fragColor, in vec2 fragCoord)void main() entry point — always wrap mainImage:void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// shader code...
fragColor = vec4(col, 1.0);
}
void main() {
mainImage(fragColor, gl_FragCoord.xy);
}// WRONG — getAtmosphere() calls getSunDirection() before it's defined
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!
vec3 getSunDirection() { return normalize(vec3(1.0)); }
// CORRECT — define callee first
vec3 getSunDirection() { return normalize(vec3(1.0)); }
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works#define cannot use function calls — use const instead:// WRONG
#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))
// CORRECT
const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value<script> tags, ensure #version is the first character — use .trim():const fs = document.getElementById('fs').text.trim();gl.getUniformLocation() to return null — always use uniforms in a way the compiler cannot optimize out#define macros in some ES versionsterrainM(vec2) need XZ components — use terrainM(pos.xz + offset) not terrainM(pos + offset)When generating a standalone HTML page:
body { margin: 0; overflow: hidden; background: #000; }iTime, iResolution, iMouse, iFramelet/const variables must be declared at the top of the <script> block, before any function that references them:
// 1. State variables FIRST
let frameCount = 0;
let startTime = Date.now();
// 2. Canvas/GL init, shader compile, FBO creation
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl2');
// ...
// 3. Functions and event bindings LAST
function resize() { /* can now safely reference frameCount */ }
function render() { /* ... */ }
window.addEventListener('resize', resize);Reason: let/const have a Temporal Dead Zone — referencing them before declaration throws ReferenceError, causing a white screen.
float fbm(vec3 p), cannot call fbm(uv) with a vec2patch, cast, sample, filter, input, output, common, partition, activevec3 x = 1.0 is illegal — use vec3 x = vec3(1.0); cannot use .z to access a vec2if/else insteadDeployment environments may use headless software rendering with limited GPU power. Stay within these limits:
Common effect combinations — complete rendering pipelines assembled from technique modules.
Visual debugging methods — temporarily replace your output to diagnose issues.
| What to check | Code | What to look for |
|---|---|---|
| Surface normals | col = nor * 0.5 + 0.5; | Smooth gradients = correct normals; banding = epsilon too large |
| Ray march step count | col = vec3(float(steps) / float(MAX_STEPS)); | Red hotspots = performance bottleneck; uniform = wasted iterations |
| Depth / distance | col = vec3(t / MAX_DIST); | Verify correct hit distances |
| UV coordinates | col = vec3(uv, 0.0); | Check coordinate mapping |
| SDF distance field | col = (d > 0.0 ? vec3(0.9,0.6,0.3) : vec3(0.4,0.7,0.85)) * (0.8 + 0.2*cos(150.0*d)); | Visualize SDF bands and zero-crossing |
| Checker pattern (UV) | col = vec3(mod(floor(uv.x*10.)+floor(uv.y*10.), 2.0)); | Verify UV distortion, seams |
| Lighting only | col = vec3(shadow); or col = vec3(ao); | Isolate shadow/AO contributions |
| Material ID | col = palette(matId / maxMatId); | Verify material assignment |
© HHU3637kr, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 75 other files in shader-dev of HHU3637kr/skills.
Open the folder on GitHubat commit a2cccf6
We found 3 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 3 other GitHub owners. This page covers the copy in HHU3637kr/skills, which our catalogue first saw on October 7, 2026.
Shader Dev next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Shader Dev this skillHHU3637kr/skills | 145 | 3 repos | ~4.2k | Automated safety check: Pass | MIT | |
| PixijsRSamaium/CanvasEngine | 401 | 2 repos | ~1.6k | Automated safety check: Pass | MIT | |
| New ExperimentTresjs/tres | 3.8k | — | ~782 | Automated safety check: Pass | MIT | |
| Assets Shader List AllIvanMurzak/Unity-MCP | 4.4k | — | ~435 | Automated safety check: Pass | Apache-2.0 | |
| Handle Sdr Tonemap Lutclshortfuse/renodx | 4.5k | — | ~7.3k | Automated safety check: Pass | MIT | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None |
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
IvanMurzak/Unity-MCP
List all shaders available in the project assets and packages, sorted by name.
clshortfuse/renodx
RenoDX HLSL/Slang shader workflow for proven shader-side SDR tonemap, hard clip, LUT, color grade, and HDR bridge changes.
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
BANANASJIM/rdc-cli
A skill your agent uses when working with RenderDoc capture files (.rdc), analyzing GPU frames, tracing shaders, inspecting draw calls, or running CI assertions against GPU captures.
HHU3637kr/skills
Convert photos (people, pets, objects, logos) into 4 animated GIF stickers with captions.
HHU3637kr/skills
Headless browser automation for AI agents using agent-browser CLI.
HHU3637kr/skills
Darwin Skill (达尔文.skill): autonomous skill optimizer inspired by Karpathy's autoresearch.
HHU3637kr/skills
Cross-platform token audit and optimization for AI coding agents (Cursor, Codex, Claude Code, Hermes, Windsurf, Cline, OpenClaw, Gemini CLI, Aider).
HHU3637kr/skills
生成横向翻页网页 PPT(单 HTML 文件),含 WebGL 背景、章节幕封、数据大字报、图片网格等模板。提供两种风格:① "电子杂志 × 电子墨水"(衬线 + 流体背景 + 暖色) ② "瑞士国际主义"(无衬线 + 网格点阵 + IKB/柠檬黄/柠檬绿/安全橙高亮)。当用户需要制作分享 / 演讲 / 发布会风格的网页 PPT,或提到"杂志风 PPT"、"瑞士风 PPT"、"Swiss…
HHU3637kr/skills
女娲造人:输入人名/主题/甚至只是模糊需求,自动深度调研→思维框架提炼→生成可运行的人物Skill. An agent skill from HHU3637kr/skills.
Categories
A skill your agent uses when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting…. Shader Dev is an agent skill from HHU3637kr/skills. Use when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting, particles, fluids, or post-processing.
Shader Dev fits situations like: the user asks to create; explain GLSL/Shadertoy shader code; real-time visual effects such as ray marching; procedural noise.
Run `npx skills add HHU3637kr/skills --skill shader-dev -a claude-code`. Or copy the skill folder (shader-dev in HHU3637kr/skills) into .claude/skills/shader-dev in your project. Claude Code loads it when a task matches its description.
Run `npx skills add HHU3637kr/skills --skill shader-dev -a codex`. Or copy the skill folder (shader-dev in HHU3637kr/skills) into .agents/skills/shader-dev in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add HHU3637kr/skills --skill shader-dev -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/shader-dev, .gemini/skills/shader-dev, .github/skills/shader-dev and .opencode/skills/shader-dev in your project.
SKILL.md names no scripts, command-line tools or credentials: Shader Dev is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Shader Dev is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.2k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Shader Dev: Pixijs (RSamaium/CanvasEngine, 401 stars), New Experiment (Tresjs/tres, 3.8k stars), Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars) and Handle Sdr Tonemap Lut (clshortfuse/renodx, 4.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
HHU3637kr (a GitHub user) maintains it in HHU3637kr/skills, which has 145 GitHub stars. The repository holds 37 skills in this directory. The repository was last updated on September 23, 2026.
Source: HHU3637kr/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.