| name | shader-glsl |
| description | This skill should be used when the user asks to "write a fragment shader", "make a GLSL gradient/noise/plasma background", "create an image transition (dissolve, displacement, glitch)", "add distortion or chromatic aberration", "build an SDF shape shader", "wire up a Three.js ShaderMaterial with uniforms", or "do GPU post-processing". Covers GLSL fragment shaders, noise/fbm, SDFs, domain warping, transitions, and Three.js integration. |
| version | 0.1.0 |
Shader / GLSL
Write GPU fragment shaders for generative motion, gradients, transitions, and post-processing. Fragment shaders run once per pixel in parallel — the most performant way to do full-screen generative motion.
When to use
- Animated gradient, noise, plasma, or aurora backgrounds.
- Image transitions: dissolve, displacement, glitch, ripple, wipe.
- Distortion, chromatic aberration, generative patterns, SDF shapes.
- Post-processing passes over a rendered scene.
Fragment shader skeleton
Every fragment shader computes a color for one pixel. Normalize coordinates, aspect-correct, then build color.
precision highp float;
uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy; // 0..1
vec2 p = uv * 2.0 - 1.0; // -1..1, centered
p.x *= u_resolution.x / u_resolution.y; // aspect-correct
vec3 col = 0.5 + 0.5 * cos(u_time + p.xyx + vec3(0.0, 2.0, 4.0));
gl_FragColor = vec4(col, 1.0);
}
The cosine-palette line above (Inigo Quilez palettes) is the fastest route to a good-looking animated gradient: a + b*cos(2π*(c*t + d)) with tunable a,b,c,d vec3s.
Core building blocks
smoothstep + mix are the workhorses. smoothstep(e0, e1, x) gives a smooth 0→1 ramp; mix(a, b, t) linearly blends. Antialias an edge by the width of one pixel:
float px = fwidth(d); // screen-space derivative
float mask = smoothstep(px, -px, d); // crisp AA edge from SDF distance d
Hash + value noise (no textures needed):
float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
float noise(vec2 p){
vec2 i = floor(p), f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f); // smooth interpolation
return mix(mix(hash(i), hash(i + vec2(1,0)), u.x),
mix(hash(i + vec2(0,1)), hash(i + vec2(1,1)), u.x), u.y);
}
float fbm(vec2 p){ // fractal noise, organic
float v = 0.0, a = 0.5;
for (int i = 0; i < 5; i++){ v += a * noise(p); p *= 2.0; a *= 0.5; }
return v;
}
Full value/simplex noise and fbm variants are in references/glsl-cookbook.md.
SDF shapes give resolution-independent crisp geometry. Distance is negative inside, positive outside:
float sdCircle(vec2 p, float r){ return length(p) - r; }
float sdBox(vec2 p, vec2 b){ vec2 d = abs(p) - b; return length(max(d,0.0)) + min(max(d.x,d.y),0.0); }
// render: float m = smoothstep(fwidth(d), -fwidth(d), d);
Domain warping for fluid, marbled looks — feed noise into noise:
vec2 q = vec2(fbm(p), fbm(p + vec2(5.2, 1.3)));
float n = fbm(p + 4.0 * q + u_time * 0.1);
Image transitions
Sample two textures and blend per pixel by a progress uniform u_progress (0→1).
Dissolve / noise wipe — reveal by thresholding noise:
float n = noise(uv * 20.0);
float edge = smoothstep(u_progress - 0.05, u_progress, n);
gl_FragColor = mix(texture2D(tex0, uv), texture2D(tex1, uv), 1.0 - edge);
Displacement — push UVs using a displacement map before sampling:
float disp = texture2D(dispTex, uv).r;
vec2 d0 = uv + vec2(disp * u_progress * 0.3, 0.0);
vec2 d1 = uv - vec2(disp * (1.0 - u_progress) * 0.3, 0.0);
gl_FragColor = mix(texture2D(tex0, d0), texture2D(tex1, d1), u_progress);
Glitch — block-shift rows by time, split RGB channels (chromatic aberration):
float row = floor(uv.y * 20.0);
float shift = (hash(vec2(row, floor(u_time * 12.0))) - 0.5) * 0.1 * u_glitch;
vec2 g = uv + vec2(shift, 0.0);
vec3 c;
c.r = texture2D(tex, g + vec2(0.005, 0.0)).r; // channel offset
c.g = texture2D(tex, g).g;
c.b = texture2D(tex, g - vec2(0.005, 0.0)).b;
gl_FragColor = vec4(c, 1.0);
Three.js ShaderMaterial wiring
import * as THREE from 'three';
const uniforms = {
u_time: { value: 0 },
u_resolution: { value: new THREE.Vector2(innerWidth, innerHeight) },
u_mouse: { value: new THREE.Vector2(0, 0) },
};
const material = new THREE.ShaderMaterial({
uniforms,
vertexShader: `void main(){ gl_Position = vec4(position, 1.0); }`,
fragmentShader: FRAG_SRC,
});
const mesh = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);
const scene = new THREE.Scene(); scene.add(mesh);
const camera = new THREE.Camera();
const renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
uniforms.u_time.value = clock.getElapsedTime();
renderer.render(scene, camera);
});
addEventListener('resize', () => {
renderer.setSize(innerWidth, innerHeight);
uniforms.u_resolution.value.set(innerWidth, innerHeight);
});
For a full-screen pass with a plain camera, write the vertex shader to output position directly and skip projection (as above). For shaders applied to real geometry, pass vUv from the vertex shader via varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }.
Mobile / performance
- Declare
precision mediump float; on mobile when highp is not needed; some effects (large coordinates, deep fbm) require highp.
- Cap pixel ratio:
renderer.setPixelRatio(Math.min(devicePixelRatio, 2)). Render to a lower-res target and upscale for heavy shaders.
- Loops must have constant bounds in GLSL ES — no dynamic loop counts. Keep fbm octaves ≤ 5–6.
- Avoid
if/branches in hot paths; prefer mix/step/smoothstep. Minimize texture2D calls; avoid dependent texture reads where possible.
- WebGL2/GLSL ES 3.00 enables
texelFetch, integer ops, and textureLod; declare #version 300 es and use in/out/fragColor.
Deliver & verify (standalone HTML)
Packaged helper (scripts/): scripts/seek-shot.sh anim.html 0 1.5 3 freezes the ?t=N harness and screenshots each moment; scripts/contact-sheet.sh sheet.png frame-*.png tiles them for one-glance review. See scripts/README.md.
For a self-contained shader (gradient/noise background, transition, generative loop) the deliverable is one HTML file that opens directly in a browser — Three.js from a CDN via an importmap, one full-screen quad, one render loop, no build step. A single file is the right tier for a shader; don't reach for a bundler when one file does the job.
Output contract:
- One
.html: importmap pins three to a CDN; the GLSL string, ShaderMaterial, full-screen quad, and render loop in one inline <script type="module">.
- The shader is a pure function of uniforms — drive everything from
u_time (and u_progress for transitions). All animation flows through one uniform you can pin.
- Any in-shader randomness already comes from a deterministic
hash(uv) — no per-frame seeding needed; just don't feed it wall-clock outside u_time.
Seek/freeze harness — render ONE frame at a fixed time for screenshots. ?t=N sets u_time (and optionally u_progress) to N, renders one frame, and stops the loop — a deterministic still.
<script type="module">
const t = new URLSearchParams(location.search).get("t");
function frame(time) {
uniforms.u_time.value = time;
uniforms.u_progress && (uniforms.u_progress.value = Math.min(time, 1));
renderer.render(scene, camera);
}
if (t !== null) {
frame(parseFloat(t));
window.__ready = true;
} else {
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => frame(clock.getElapsedTime()));
}
</script>
Verify loop — render → freeze → screenshot → check: open at three instants — start, mid, end (?t=0, ?t=<mid>, ?t=<end>; for a transition use u_progress 0 / 0.5 / 1) — screenshot each, and check both fidelity (matches the brief) and artifacts: a black/blank canvas = shader compile or parse error (read the console for the GLSL log), banding, NaN blowout (white/garbage pixels from pow/log of negatives), missing texture for transitions (CDN/asset 404). WebGL needs a GPU context; Playwright/Chromium supplies one (swiftshader) headless.
npx playwright screenshot --wait-for-timeout=600 "file://$PWD/shader.html?t=2.0" frame-mid.png
Before you finish:
- Canvas renders — not black/blank, no shader-compile or console errors, no CDN 404s.
?t=N freezes a reproducible frame (same N → same pixels; u_time is the only clock).
- Screenshotted at start / mid / end (or progress 0/0.5/1) — matches the brief, no banding/NaN/black.
- Disposed and leak-free if embedded in an SPA (
material.dispose(), geometry.dispose(), renderer.dispose(), stop the loop).
prefers-reduced-motion honored — freeze u_time or slow the animation where motion is decorative.
Quick reference
| Goal | Primitive |
|---|
| Animated gradient | cosine palette a + b*cos(...) |
| Organic texture | fbm(uv * scale + time) |
| Crisp shape | SDF + smoothstep(fwidth(d), -fwidth(d), d) |
| Fluid / marble | domain warp: noise into noise |
| Reveal transition | threshold noise vs u_progress |
| Glitch | row hash shift + RGB channel offset |
| AA edge | fwidth(d) for screen-space width |
Reference files
references/glsl-cookbook.md — Full value and simplex noise + fbm implementations, IQ cosine-palette recipes, the complete SDF shape library with boolean ops and rounding, domain warping, all three image transitions (dissolve/displacement/glitch) as complete shaders, Three.js uniform/texture wiring, GLSL ES 3.00 migration, and mobile precision gotchas.