shader

Dev Tools

Write, explain, adapt, and debug practical shader code for GLSL, WebGL, Three.js ShaderMaterial, React Three Fiber, postprocess-style full-screen effects, and ShaderToy-style fragment shaders. Use when the user wants to create an effect shader, port a shader between runtimes, fix black screens or compile errors, wire uniforms like time or resolution, troubleshoot UV, normal, or color-space mistakes, or turn a visual idea into a runnable vertex/fragment pair. Also use when pairing shader output with OpenClaw canvas demos. NOT for full rendering-engine architecture, advanced offline rendering theory, or GPU-vendor-specific optimization claims that have not been verified in the target runtime.

Install

openclaw skills install shader

Shader

Use this skill to turn shader requests into runnable code and fast debugging steps.

Default target: browser-friendly GLSL. If the runtime is unclear, narrow it before writing code:

  • ShaderToy fragment-only
  • raw WebGL / GLSL ES
  • Three.js ShaderMaterial
  • React Three Fiber
  • postprocess-style full-screen pass

Workflow

1. Lock the runtime and effect shape

Resolve these first:

  • runtime
  • fragment-only vs vertex + fragment
  • screen effect vs material effect vs postprocess pass
  • required inputs: uTime, uResolution, UVs, normals, textures, mouse

If the request is vague, start with the smallest visible version of the effect.

2. Build from a visible baseline

  • Start with a constant color or UV gradient.
  • Add one moving term at a time.
  • Reintroduce uniforms, varyings, noise, lighting, and distortion step by step.

For blank output, compile failures, or “nothing shows”, read references/black-screen-checklist.md.

3. Match the host, not the idea source

Do not hand over ShaderToy code unchanged if the user asked for Three.js or R3F.

Common translations:

  • iTime -> uTime
  • iResolution -> uResolution
  • fragCoord -> gl_FragCoord.xy
  • ShaderToy fullscreen logic -> quad / plane / postprocess host setup

For live previews inside OpenClaw, pair this skill with canvas.

4. Keep answers practical

Prefer responses that include:

  • runnable shader code
  • required uniforms and defaults
  • host-side glue code
  • the first debugging step if it fails

Common Uses

  • Full-screen effects: flowing gradients, ripples, ShaderToy-style animated backgrounds
  • Material effects: fresnel, dissolve, edge glow, scanlines, vertex wobble
  • Porting: ShaderToy -> WebGL / Three.js / R3F
  • Debugging: black screen, all-white / all-black output, broken UVs, wrong varyings, missing uniforms

Commands

Intake

node {baseDir}/scripts/shader.js intake "fullscreen ocean background in three.js"
node {baseDir}/scripts/shader.js intake "port this shadertoy to r3f" --json

Use this to structure an underspecified request.

Debug

node {baseDir}/scripts/shader.js debug black-screen
node {baseDir}/scripts/shader.js debug uniform
node {baseDir}/scripts/shader.js debug varyings

Effects

node {baseDir}/scripts/shader.js effects

Maps user phrases to likely starter techniques like gradient, noise, fresnel, dissolve, ripple, scanline, and pixelate.

Boilerplate

node {baseDir}/scripts/shader.js boilerplate fresnel
node {baseDir}/scripts/shader.js boilerplate dissolve --json

Returns stage split, likely uniforms, varyings, build order, and common failure points.

Snippet

node {baseDir}/scripts/shader.js snippet fresnel
node {baseDir}/scripts/shader.js snippet ripple --json

Points to the nearest bundled GLSL starter.

Demo

node {baseDir}/scripts/shader.js demo webgl ripple
node {baseDir}/scripts/shader.js demo r3f fresnel --json

Chooses the best bundled runtime template for a target + effect combination.

Scaffold

node {baseDir}/scripts/shader.js scaffold r3f dissolve
node {baseDir}/scripts/shader.js scaffold postprocess scanline --json

Combines the nearest demo, boilerplate, snippet, and first integration steps.

Assets

Bundled templates:

  • assets/webgl-fullscreen-demo/index.html
  • assets/threejs-material-demo/index.html
  • assets/postprocess-demo/index.html
  • assets/r3f-demo/App.jsx
  • assets/r3f-demo/main.jsx
  • assets/r3f-demo/index.html
  • assets/r3f-demo/package.json
  • assets/r3f-demo/vite.config.js

Bundled snippets:

  • assets/snippets/fresnel.md
  • assets/snippets/dissolve.md
  • assets/snippets/ripple.md
  • assets/snippets/scanline.md
  • assets/snippets/pixelate.md
  • assets/snippets/vertex-wobble.md

Use the postprocess template for screen-space effects. Use the Three.js or R3F templates for mesh/material effects.

References

  • references/glsl-quick-reference.md
  • references/black-screen-checklist.md
  • references/effect-starters-zh.md
  • references/snippets.md
  • references/runtime-translation.md

Guardrails

  • Default to the smallest working shader that proves the effect.
  • Use host-friendly uniform names like uTime, uResolution, uMouse, uTexture.
  • Do not assume WebGL2 unless the host clearly uses it.
  • Do not invent runtime-specific macros or built-ins.
  • Call out likely precision, color-space, or postprocess-order bugs explicitly.
  • For performance advice, stay directional unless the actual runtime and GPU are known.