shader-programming-glsllisted
Install: claude install-skill aiskillstore/marketplace
# Shader Programming GLSL
## Overview
A comprehensive guide to writing GPU shaders using GLSL (OpenGL Shading Language). Learn syntax, uniforms, varying variables, and key mathematical concepts like swizzling and vector operations for visual effects.
## When to Use This Skill
- Use when creating custom visual effects in WebGL, Three.js, or game engines.
- Use when optimizing graphics rendering performance.
- Use when implementing post-processing effects (blur, bloom, color correction).
- Use when procedurally generating textures or geometry on the GPU.
## Step-by-Step Guide
### 1. Structure: Vertex vs. Fragment
Understand the pipeline:
- **Vertex Shader**: Transforms 3D coordinates to 2D screen space (`gl_Position`).
- **Fragment Shader**: Colors individual pixels (`gl_FragColor`).
```glsl
// Vertex Shader (basic)
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
```
```glsl
// Fragment Shader (basic)
uniform vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
```
### 2. Uniforms and Varyings
- `uniform`: Data constant for all vertices/fragments (passed from CPU).
- `varying`: Data interpolated from vertex to fragment shader.
```glsl
// Passing UV coordinates
varying vec2 vUv;
// In Vertex Shader
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// In Fragment Shader