| name | feather-shader-graph |
| description | Use when an agent should create, compile, preview, import, export, or iterate Love2D shaders through Feather MCP Shader Graph tools. |
Feather Shader Graph
Workflow
- Read the current graph:
- Use
feather_shader_graph_snapshot or feather://creative/shader-graph.
- Create or modify deliberately:
- Use high-level creation tools when available, then import with
feather_shader_graph_import.
- Keep uniforms, texture slots, generated GLSL/Love2D shader code, and preview/output wiring explicit.
- Prefer built-in nodes and preset-style subgraphs for common operations. Use
CustomFunction for compact procedural math that would otherwise require an unreadable graph.
- Validate:
- Use
feather_shader_graph_compile for diagnostics.
- Use
feather_shader_graph_preview for runtime-backed previews when a session is connected.
- Export:
- Use
feather_shader_graph_export and return code or base64 preview metadata to the user.
- Do not write shader files unless the user asked for a file edit.
Reference Routing
- Read
references/graph-schema.md before creating or importing a raw .feathershgh graph payload.
- Read
references/node-catalog.md before selecting node types, parameters, texture slots, subgraphs, or custom-node interfaces.
- Read
references/effect-cookbook.md for creative effect requests such as teleport, dissolve, falling petals, water, fire, glow, scanlines, or transitions.
- Read
references/visual-quality.md before final validation, especially for user-facing visual effects.
Runtime Notes
If preview needs a game session, route through the shader-graph plugin action and wait for the plugin response. If no session is connected, produce a local graph/export and clearly state preview was not run.