--- name: shader-art-coding description: >- Writes, debugs, and art-directs procedural GLSL fragment shaders (Shadertoy mainImage, WebGL2 / GLSL ES 3.00): SDF raymarching, procedural buildings/cities, 2D distance-field graphics, noise / fBm / domain warping, terrain, ocean/coastal water optics, clouds and other volumes, PBR lighting, color and tonemapping. Ships a verified GLSL building-block library with a bundler and checker. Use when the user asks for a shader, Shadertoy, GLSL/.frag/.glsl code, a raymarcher, an SDF scene, a procedural texture or generative visual, or wants a shader fixed, optimized, ported or explained. Not for HLSL/Unity ShaderLab or non-graphics GPU compute. license: MIT metadata: hermes: tags: - shader - glsl - shadertoy - procedural-art - raymarching - sdf category: development --- # Shader Art Coding Treat shader work as visual engineering: start from the intended image, choose the smallest mathematical model that can produce it, build it in inspectable stages, and verify each stage with a debug view. ## Workflow 1. **Target.** State the image: subject, camera and framing, dominant forms, materials, light, motion. 2. **Route.** Pick the rendering model and starting template from `references/subject-routing.md`: 2D distance fields (posters, icons, patterns), SDF raymarching (objects, characters), heightfield marching (landscapes), volume integration (clouds, smoke, fire). 3. **Assemble from the library.** Find building blocks with `python3 scripts/glsl_tools.py search ` or `references/library-index.md`, and call them by name. Do not paste or re-derive library code; it is tested. 4. **First image fast.** Coordinates, background, one primitive, one light. Then add the debug views. 5. **Refine in order:** proportions, composition, material separation, lighting, atmosphere, color, antialiasing, performance. 6. **Bundle and check.** `python3 scripts/glsl_tools.py bundle shader.glsl -o out.glsl` inlines exactly the functions used. `python3 scripts/glsl_tools.py check out.glsl` lints it and compiles it with glslangValidator when installed. Fix every error, then deliver `out.glsl`. Run the scripts from this skill's directory. They need only Python 3. ## Conventions - **Coordinates:** `vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;`, so one pixel is `2.0 / iResolution.y`. - **Scene contract:** `vec2 map(vec3 p)` returns `vec2(distance, materialId)`. `raymarch`, `calcNormal`, `softShadow`, `calcAO` and `sdfThickness` all use it. - **Debug:** `#define DEBUG_MODE 0` with 0 final, 1 distance field, 2 normals, 3 ids, 4 steps, 5 masks, 6 lighting terms. - **Color pipeline:** light in linear and decode picked colors with `srgbToLinear`. Then exposure, then the tonemap (`tonemapAgX` by default, per AA sample), then the average, then `linearToSrgb` once, then `ditherTPDF`. - **Distances:** respect the `@exact` / `@bound` / `@approx` tags. If a deformation pushes Lipschitz above 1, divide the distance or lower the `stepScale` of `raymarch`. ## Hard rules (these break Shadertoy/WebGL) - No `#version` line, no custom uniforms, no `gl_FragColor` / `texture2D` / `iGlobalTime`. - No `?:` on structs. Use `vec2(distance, id)` or `if`. - Write float literals: `2.0 * PI`, `clamp(x, 0.0, 1.0)`. - No `fract(sin(...) * 43758.5453)` hashes. Use `hash12` / `hash22` / `hash33` (integer PCG). Replace them even when porting with "keep the look": the sine hash's exact pattern already differs between GPUs, and a PCG hash on the same integer cell ids gives the noise the same look. `check` reports a sine hash as an error. - Guard NaN sources: `atan(0, 0)`, `pow` of negatives, `sqrt` of negatives, `normalize(vec3(0))`. - Keep `dFdx` / `fwidth` out of non-uniform branches and loops, or use an explicit pixel size. ## Reference routing Read only what the task needs: | File | Read when | |---|---| | `references/subject-routing.md` | starting from a subject ("a jellyfish", "mountains"); maps formal names to subjects | | `references/library-index.md` | choosing functions: every library function with signature, exactness and uses | | `references/sdf-library-guide.md` | modeling: exactness tiers, blends, neighbor-checked repetition, deformation limits, WebGL pitfalls | | `references/rendering-pipeline.md` | lighting rigs, shadows/AO, sky and fog, volumes, tonemapping, AA, performance | | `references/noise-use-cases.md` | choosing Perlin/value/simplex/cellular noise, fBm/ridged/billow/warp/hybrid recipes, game use cases and primary-source code links | | `references/procedural-buildings.md` | parcel IDs, building massing, setbacks/roofs, facade filtering, city repetition and game integration | | `references/terrain-production.md` | terrain representations, designed valleys, slope/altitude materials, tracing limits, chunks and LOD | | `references/water-quality.md` | high-quality ocean/coastal water, wave derivatives, Fresnel/refraction/absorption, foam, presets and engine-side upgrades | | `references/shader-workflow.md` | planning a complex shader end to end; review checklist | | `references/composition-and-debugging.md` | the image reads poorly, or something is visually wrong | | `references/formula-cookbook.md` | multi-step recipes: modular cell lattices, terrain synthesis, organic composition | | `references/formula-code-couples-sdf.md` | equation-to-code for organic and modular SDF features | | `references/formula-code-couples-terrain.md` | heightfields, density fields, accumulation, atmosphere | | `references/formula-code-couples-materials.md` | masks, palettes, lighting terms, polish, motion | Templates in `templates/` are complete, render-verified starting points (gallery in the repository README): `raymarch-sdf.glsl`, `terrain.glsl`, `ocean.glsl`, `volumetric-clouds.glsl`, `sdf-2d-poster.glsl`, `pattern-swatches.glsl`, `noise-progression.glsl`, `noise-terrain-map.glsl`, `procedural-city.glsl`, `alpine-valley.glsl`, `coastal-water.glsl`. ## Output expectations When writing a shader: - Deliver the bundled, paste-ready Shadertoy code with `mainImage(out vec4 fragColor, in vec2 fragCoord)`. - Avoid textures unless the user provides them. - Include `DEBUG_MODE` switches and name the art controls as constants at the top. - End with a short tuning guide: which constants control scale, softness, color, light and motion. - Say whether the shader was compile-checked, and how. - For buildings/terrain/water, separate implemented features from engine-side upgrades. Do not call a heightfield a cave generator, a material window a modeled recess, or a procedural foam/caustic mask a fluid/light simulation. - For quality requests, state the target and budget, expose presets/debug views, and inspect rendered output. Annotate important template presets with `// @variant QUALITY=3` (or another defined integer macro) so CI compiles and renders them. Preserve horizon/shore contact and temporal filtering before adding detail. When improving an existing shader: - Identify its rendering model and bottlenecks. - Preserve its intent and interface. - Fix correctness first, then readability, visual quality and speed. - Call out risky changes (coordinate scale, material ids, loop counts).