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ether-shaderslisted

Premium shader and postprocessing stack for studio-grade WebGL on the ether engine. Documents the LDR-composer bloom + dither preset, the iridescent fresnel + cheap-noise vertex displacement material pattern, the extruded-word text pipeline, and the engine-vs-site shader boundary. Use this — not ether-threejs — whenever the task is writing or tuning GLSL, a ShaderMaterial, an iridescent fresnel material, vertex displacement, MSDF/extruded 3D text, or the bloom+dither composer (ether-threejs owns scene architecture; this owns the shader and material layer). Triggers on GLSL, fragment shader, vertex shader, custom material, ShaderMaterial, dither, bloom, postprocessing, fresnel, iridescent, displacement, surface noise, extruded text, 3D type, MSDF, premium material, raw GLSL import, sculpture material, ExtrudeGeometry, brand-as-form. Do NOT use when "bloom", "displacement", or "dither" appear outside a GLSL/WebGL material context, or when the existing engine postfx composer already covers the need — reference i
JonathanBeck1/claude-studio-toolkit · ★ 0 · Data & Documents · score 72
Install: claude install-skill JonathanBeck1/claude-studio-toolkit
# ether-shaders Technique reference for the shader + postprocessing + extruded-text stack in the [ether](https://github.com/JonathanBeck1/ether) engine. Invoke before writing any shader, postprocessing change, or text-as-form work on a site built on it. ## When to use Any of: - Writing a new `ShaderMaterial`, vertex shader, or fragment shader. - Modifying postprocessing (bloom, dither, color grading, new effects). - Adding or tuning extruded text — hero treatments, chapter heads. - Diagnosing a banding / glow / type-ghosting / displacement-blur issue. Invoke alongside `ether-threejs` (the general slop checklist) — this skill specializes, the other generalizes. ## Read first 1. The `ether-threejs` SKILL.md — the general "no AI-slop three.js" checklist applies first. 2. `recipes.md` in this directory — nine numbered recipes. 3. Your studio's taste doc, if the repo has one — what lands vs. what doesn't. ## The engine / site boundary - **Engine owns** (ether `src/`): - `postfx/DitherEffect` — 8×8 Bayer. - `postfx/createHeroComposer` — restrained bloom + optional dither (LDR composer); `createNightComposer` — the HDR/ACES variant for emissive-heavy scenes. - `primitives/ShaderQuad` — fullscreen backdrop plane with auto-wired `uTime` / `uAspect`. - `text/extrudedWord` — opentype → SVGLoader → ExtrudeGeometry pipeline. - **Your site owns** (`src/shaders/<scene>/`): - The hero material shaders — the brand's identity. Site-specific until a second consumer needs them.