skills/shadertoy/SKILL.md
Write, debug, and optimize Shadertoy shaders and GLSL fragment shaders for procedural graphics. Use when creating visual effects, generative art, or WebGL shaders; when writing .glsl files; or when user says "write a shader", "make a Shadertoy effect", "help with GLSL", or "create a procedural animation".
npx skillsauth add ckorhonen/claude-skills shadertoyInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Shadertoy is a platform for creating and sharing GLSL fragment shaders that run in the browser using WebGL. This skill provides comprehensive guidance for writing shaders including GLSL ES syntax, common patterns, mathematical techniques, and best practices specific to real-time procedural graphics.
Activate this skill when:
.glsl shader filesEvery Shadertoy shader implements the mainImage function:
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
// fragCoord: pixel coordinates (0 to iResolution.xy)
// fragColor: output color (RGBA, typically alpha = 1.0)
vec2 uv = fragCoord / iResolution.xy;
fragColor = vec4(uv, 0.0, 1.0);
}
Always available in shaders:
| Type | Name | Description |
|------|------|-------------|
| vec3 | iResolution | Viewport resolution (x, y, aspect ratio) |
| float | iTime | Current time in seconds (primary animation driver) |
| float | iTimeDelta | Time to render one frame |
| int | iFrame | Current frame number |
| vec4 | iMouse | Mouse: xy = current position, zw = click position |
| sampler2D | iChannel0-iChannel3 | Input textures/buffers |
| vec3 | iChannelResolution[4] | Resolution of each input channel |
| vec4 | iDate | Year, month, day, time in seconds (.xyzw) |
Standard patterns for normalizing coordinates:
// Aspect-corrected UV centered at origin (-1 to 1, aspect-preserved)
vec2 uv = (fragCoord.xy - 0.5 * iResolution.xy) / min(iResolution.y, iResolution.x);
// Alternative compact form:
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);
// Simple normalized (0 to 1)
vec2 uv = fragCoord / iResolution.xy;
Use Inigo Quilez's cosine palette for smooth color gradients:
vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
return a + b * cos(6.28318 * (c * t + d));
}
// Example usage:
vec3 col = palette(
t,
vec3(0.5, 0.5, 0.5), // base
vec3(0.5, 0.5, 0.5), // amplitude
vec3(1.0, 1.0, 0.5), // frequency
vec3(0.8, 0.90, 0.30) // phase
);
Simple 2D hash for noise and randomness:
float hash21(vec2 p) {
p = fract(p * vec2(234.34, 435.345));
p += dot(p, p + 34.23);
return fract(p.x * p.y);
}
Standard pattern for 3D rendering via sphere tracing:
// Distance field function
float map(vec3 p) {
return length(p) - 1.0; // Sphere at origin, radius 1
}
// Normal calculation
vec3 calcNormal(vec3 p) {
vec2 e = vec2(0.001, 0.0);
return normalize(vec3(
map(p + e.xyy) - map(p - e.xyy),
map(p + e.yxy) - map(p - e.yxy),
map(p + e.yyx) - map(p - e.yyx)
));
}
// Ray marching loop
vec3 render(vec3 ro, vec3 rd) {
float t = 0.0;
for (int i = 0; i < 100; i++) {
vec3 p = ro + rd * t;
float d = map(p);
if (d < 0.001) {
// Hit - calculate lighting
vec3 n = calcNormal(p);
return n * 0.5 + 0.5; // Normal visualization
}
if (t > 10.0) break;
t += d * 0.5; // Step (0.5 factor for safety)
}
return vec3(0.0); // Miss
}
2D rotation:
mat2 rot2d(float a) {
float c = cos(a), s = sin(a);
return mat2(c, -s, s, c);
}
// Usage: p.xy *= rot2d(iTime);
3D axis-angle rotation (modifies in-place):
void rot(inout vec3 p, vec3 axis, float angle) {
axis = normalize(axis);
float s = sin(angle), c = cos(angle), oc = 1.0 - c;
mat3 m = mat3(
oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c
);
p = m * p;
}
Create fractal-like structures:
vec3 foldRotate(vec3 p, float timeOffset) {
for (int i = 0; i < 5; i++) {
p = abs(p); // Mirror fold
rot(p, vec3(0.707, 0.707, 0.0), 0.785);
p -= 0.5; // Translate
}
return p;
}
Vignette:
float vignette(vec2 uv) {
uv *= 1.0 - uv.yx;
return pow(uv.x * uv.y * 15.0, 0.25);
}
Film grain/dithering (reduces banding):
float dither = hash21(fragCoord + iTime) * 0.001;
finalCol += dither;
Gamma correction:
finalCol = pow(finalCol, vec3(0.45)); // ~1/2.2
For complex effects requiring temporal feedback or multiple rendering stages:
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
// Generate or compute values
fragColor = vec4(computedColor, 1.0);
}
#define BUFFER_A iChannel0
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
vec4 current = texture(BUFFER_A, uv);
vec4 previous = texture(iChannel1, uv); // Self-reference
fragColor = mix(previous, current, 0.1); // Temporal blend
}
#define BUFFER_B iChannel1
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
fragColor = texture(BUFFER_B, uv);
}
ALWAYS follow these rules to avoid compilation errors:
f suffix: Use 1.0 NOT 1.0fsaturate(): Use clamp(x, 0.0, 1.0) insteadpow(max(x, 0.0), p), sqrt(abs(x))find, grep - use Glob/Grep tools insteadiTime for temporal variationVisualizing complex numbers:
references/common-patterns.mdcx_log(), cx_pow(), or polynomial evaluationRay marching 3D scenes:
map() functionro, ray direction rd)Creating noise/organic effects:
hash21() for random valuesfbm() (fractional Brownian motion) for natural variationsin()/cos() for structured patternsMulti-layer composition:
mix() or custom blend modessmoothstep() for soft transitionsVisualize intermediate values:
fragColor = vec4(vec3(distanceField), 1.0); // Show distance
fragColor = vec4(normal * 0.5 + 0.5, 1.0); // Show normals
fragColor = vec4(fract(uv), 0.0, 1.0); // Show UV tiling
Simplify progressively:
Check for NaN/Inf:
if (isnan(value) || isinf(value)) return vec3(1.0, 0.0, 0.0);mix(), step(), smoothstep() instead of ifmediump or lowp where appropriate (mobile)Based on observed patterns in creative work:
my-shader-name.glslWhen forking or remixing shaders:
// Fork of "Original Name" by AuthorName. https://shadertoy.com/view/XxXxXx
// Date: YYYY-MM-DD
// License: Creative Commons (CC BY-NC-SA 4.0) [or other]
Complete GLSL ES syntax reference including:
Search with: Read /references/glsl-reference.md for complete language reference.
Comprehensive pattern library including:
Search with: Grep "pattern" references/common-patterns.md for specific techniques.
Reference implementation showing:
#define PI 3.1415926535897932384626433832795
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// 1. Normalize coordinates
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);
// 2. Compute effect
float d = length(uv) - 0.5; // Circle distance field
vec3 col = vec3(smoothstep(0.01, 0.0, d)); // Sharp edge
// 3. Animate with time
col *= 0.5 + 0.5 * sin(iTime + uv.xyx * 3.0);
// 4. Apply palette
col = palette(col.x, vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.0));
// 5. Post-process
col = pow(col, vec3(0.45)); // Gamma
col *= vignette(fragCoord / iResolution.xy);
// 6. Output
fragColor = vec4(col, 1.0);
}
sin(iTime), mod(iTime, period), smoothstep() transitionsdocumentation
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