--- name: shadertoy description: This skill should be used when working with Shadertoy shaders, GLSL fragment shaders, or creating procedural graphics for the web. Use when writing .glsl files, implementing visual effects, creating generative art, or working with WebGL shader code. This skill provides GLSL ES syntax reference, common shader patterns, and Shadertoy-specific conventions. --- # Shadertoy Shader Development ## Overview 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. ## When to Use This Skill Activate this skill when: - Writing or editing `.glsl` shader files - Creating procedural graphics, generative art, or visual effects - Working with Shadertoy.com projects or WebGL fragment shaders - Implementing ray marching, distance fields, or procedural textures - Debugging shader code or optimizing shader performance - Need GLSL ES syntax reference or Shadertoy input variables ## Core Concepts ### Shader Entry Point Every Shadertoy shader implements the `mainImage` function: ```glsl 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); } ``` ### Shadertoy Built-in Inputs 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) | ### Coordinate System Setup Standard patterns for normalizing coordinates: ```glsl // 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; ``` ## Common Shader Patterns ### 1. Procedural Color Palettes Use Inigo Quilez's cosine palette for smooth color gradients: ```glsl 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 ); ``` ### 2. Hash Functions (Pseudo-Random) Simple 2D hash for noise and randomness: ```glsl float hash21(vec2 p) { p = fract(p * vec2(234.34, 435.345)); p += dot(p, p + 34.23); return fract(p.x * p.y); } ``` ### 3. Ray Marching Standard pattern for 3D rendering via sphere tracing: ```glsl // 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 } ``` ### 4. Rotations 2D rotation: ```glsl 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): ```glsl 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; } ``` ### 5. Domain Repetition and Folding Create fractal-like structures: ```glsl 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; } ``` ### 6. Post-Processing Vignette: ```glsl float vignette(vec2 uv) { uv *= 1.0 - uv.yx; return pow(uv.x * uv.y * 15.0, 0.25); } ``` Film grain/dithering (reduces banding): ```glsl float dither = hash21(fragCoord + iTime) * 0.001; finalCol += dither; ``` Gamma correction: ```glsl finalCol = pow(finalCol, vec3(0.45)); // ~1/2.2 ``` ## Multi-Pass Rendering For complex effects requiring temporal feedback or multiple rendering stages: ### Buffer A (Computation): ```glsl void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; // Generate or compute values fragColor = vec4(computedColor, 1.0); } ``` ### Buffer B (Feedback/Blending): ```glsl #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 } ``` ### Main (Final Output): ```glsl #define BUFFER_B iChannel1 void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; fragColor = texture(BUFFER_B, uv); } ``` ## Critical GLSL ES Rules **ALWAYS follow these rules to avoid compilation errors:** 1. **NO `f` suffix**: Use `1.0` NOT `1.0f` 2. **NO `saturate()`**: Use `clamp(x, 0.0, 1.0)` instead 3. **Protect pow/sqrt**: Wrap arguments: `pow(max(x, 0.0), p)`, `sqrt(abs(x))` 4. **Avoid division by zero**: Check denominators or add epsilon 5. **Initialize variables**: Don't assume default values 6. **Avoid name conflicts**: Don't name functions like variables 7. **NO interactive commands**: Avoid `find`, `grep` - use Glob/Grep tools instead ## Workflow Guide ### Creating a New Shader 1. **Set up coordinate system** - Choose appropriate UV normalization 2. **Define core effect** - Implement main visual algorithm 3. **Add animation** - Use `iTime` for temporal variation 4. **Apply color palette** - Use cosine palette or custom scheme 5. **Add post-processing** - Vignette, dither, gamma correction 6. **Optimize** - Reduce iterations, use early exits, minimize branches ### Common Tasks **Visualizing complex numbers:** - Use the complex math functions in `references/common-patterns.md` - Plot with `cx_log()`, `cx_pow()`, or polynomial evaluation - Map complex results to color via palette **Ray marching 3D scenes:** - Define distance field in `map()` function - Set up camera (ray origin `ro`, ray direction `rd`) - March using standard loop pattern - Calculate normals with tetrahedron method - Apply lighting and material properties **Creating noise/organic effects:** - Use `hash21()` for random values - Implement `fbm()` (fractional Brownian motion) for natural variation - Combine with `sin()`/`cos()` for structured patterns - Apply domain warping for organic distortion **Multi-layer composition:** - Render multiple passes with different parameters - Blend layers using `mix()` or custom blend modes - Add interference patterns by comparing layer differences - Use `smoothstep()` for soft transitions ### Debugging Strategies **Visualize intermediate values:** ```glsl 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:** - Comment out post-processing - Reduce iteration counts - Replace complex functions with simple placeholders - Check coordinate transformations step-by-step **Check for NaN/Inf:** - Add guards: `if (isnan(value) || isinf(value)) return vec3(1.0, 0.0, 0.0);` - Validate divisions and roots ## Performance Optimization 1. **Fixed iteration counts** - Avoid dynamic loops 2. **Early exit conditions** - Break when threshold met 3. **Step multiplier tuning** - Balance quality vs speed (0.5 to 1.0) 4. **Minimize texture reads** - Cache repeated lookups 5. **Avoid conditionals** - Use `mix()`, `step()`, `smoothstep()` instead of `if` 6. **Reduce precision** - Use `mediump` or `lowp` where appropriate (mobile) ## Naming Conventions Based on observed patterns in creative work: - **Poetic/evocative names** - "alien-water", "heavenly-wisp", "comprehension" - **Technical descriptors** - "complex-plot", "noise-circuits", "ray-marching-demo" - **Compound phrases** - "coming-apart-at-the-seams", "form-without-form" - **Lowercase with hyphens** - `my-shader-name.glsl` ## Attribution and Forking When forking or remixing shaders: ```glsl // 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] ``` ## Resources ### references/glsl-reference.md Complete GLSL ES syntax reference including: - Built-in functions (trig, math, vectors, matrices, textures) - Shadertoy input variables specification - Type conversions and swizzling - Common pitfalls and corrections Search with: `Read /references/glsl-reference.md` for complete language reference. ### references/common-patterns.md Comprehensive pattern library including: - Complex number mathematics (cx_mul, cx_div, cx_sin, cx_cos, cx_log, cx_pow) - Color palette functions (cosine palette, multi-layer palettes) - Hash functions (hash21, PCG hash) - Ray marching templates (render loop, normal calculation) - 3D transformations (rotations, domain folding) - Distance fields (sphere, box, octahedron) - Noise functions (simplex, FBM) - Post-processing (vignette, blur, film grain, gamma) - Blend modes (soft light, hard light, vivid light) - Multi-pass rendering patterns Search with: `Grep "pattern" references/common-patterns.md` for specific techniques. ### references/example-compact-shader.glsl Reference implementation showing: - Compact, algorithmic shader coding style - Efficient ray marching in minimal code - Advanced matrix operations and transformations - Creative Commons licensed example ## Quick Reference ```glsl #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); } ``` ## Common Shader Types in Collection 1. **Mathematical Visualizations** - Complex number plots, function graphs 2. **Ray Marched 3D** - Distance field rendering, folded geometries 3. **Procedural Textures** - Noise-based patterns, organic effects 4. **Multi-Pass Effects** - Temporal feedback, buffer composition 5. **Particle Systems** - Point-based simulations 6. **2D Patterns** - Geometric, kaleidoscopic, interference effects ## Tips for Creative Coding - **Start simple** - Get basic structure working, then iterate - **Use time creatively** - `sin(iTime)`, `mod(iTime, period)`, `smoothstep()` transitions - **Layer effects** - Combine multiple techniques for richness - **Embrace accidents** - Bugs often lead to interesting visuals - **Study references** - Learn from existing shaders, understand techniques - **Optimize later** - Prioritize visual quality first, then performance