Skills gamedev-skills awesome-gamedev-agent-skills Gamedev Agent Skills

shader-programming

Use it when:
You're writing a vertex or fragment shader, building an effect such as dissolve, outline, rim light or vignette, or porting a shader between GLSL, HLSL and engines.
It does:
Tracks which stage and coordinate space it's in, drives effects with UVs and time, prefers mix and smoothstep over branches, and validates the source before testing visually.
You get:
Shader code, checked with glslangValidator or naga when installed, then looked at on the hardware it ships to.
Leaves to others:
Each engine's shader syntax and built-ins, to godot-shaders or the engine's material docs, and particle systems, to unreal-niagara.

Skill 9 of 27 in the Gamedev Agent Skills bundle, after audio-design and before physics-tuning.

TL;DR

A discipline skill from a game-development collection: the shader concepts that carry across engines, where only the dialect and built-in names change. Its snippets are desktop GLSL 330 that pass glslangValidator, with notes for GLSL ES in WebGL2, three.js and PixiJS, and HLSL names in comments. Patterns cover sampling and tinting a texture, scrolling UVs driven by a real time uniform so speed stays steady, a dissolve that thresholds a noise map with a glowing edge and no stray specks at zero, and a fresnel rim light that brightens silhouettes. It explains why GPUs pay for both sides of a branch that differs between neighbouring pixels, and why texture samples dominate cost. Pitfalls include mixing coordinate spaces, unnormalized interpolated normals, V flipped on some engines, discard defeating early depth tests on mobile, reversed smoothstep edges, shimmer at low precision, GLSL-to-HLSL differences such as mod and fmod, and raw GLSL rendering nothing under three.js's WebGPURenderer. A reference holds outline, vignette and color-grading shaders and the full GLSL-to-HLSL table.

Summarizes the skill at 19d93f9.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming
Total Downloads
10,500 on skills.sh, Nov 9, 2026
Repo stars
7,863 gamedev-skills/awesome-gamedev-agent-skills
First seen
Jun 27, 2026 on skills.sh
Weekly Downloads
1.8K
+401% over the 8 weeks to Nov 9
Weekly values
Week toInstalls
Sep 21354
Sep 28419
Oct 5429
Oct 12509
Oct 19708
Oct 261,564
Nov 21,957
Nov 91,772
Category

Test-first work, implementation from specs, git hygiene and scope control.

Make games: design, genres, game feel and game-jam workflows, whatever the engine.

Everything for building software: planning, coding, debugging, design, frameworks, cloud, agents and skills.

Type

A multi-step process the agent follows: interview, debug, run a TDD loop, review.

Effect

Its own steps create or change files, git state or local tools.

Needs

Instructions only. Works in any agent that supports skills.

Publisher

Everyone else. Unverified vendor claims default to community.

Topics
Stack

SKILL.md

From gamedev-skills/awesome-gamedev-agent-skills at 19d93f9. Checked daily, last changed Nov 6, 2026.

Frontmatter
name: shader-programming
description: >
  Write game shaders from cross-engine fundamentals — the vertex→fragment
  pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV
  scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL
  equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex
  shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.

Shader programming (cross-engine)

Shaders are small programs that run per vertex and per pixel on the GPU. The concepts — the pipeline, coordinate spaces, UVs, and how common effects are built — port across engines; only the language dialect and built-in variable names change. This skill teaches those portable fundamentals in GLSL with HLSL equivalents; use godot-shaders (or Unity/Unreal material docs) for the exact engine syntax and built-ins.

When to use

  • Use to understand or write vertex/fragment shaders and to reason about UVs, coordinate spaces, and the GPU pipeline.
  • Use to build common effects: tint/recolor, scrolling textures, dissolve, outlines, fresnel/rim light, vignette, color grading.
  • Use to translate a shader concept between GLSL and HLSL, or between engines.

When not to use: for an engine's exact shader language and built-ins, use godot-shaders (Godot shading language) or the engine's material docs. For full particle VFX systems, see unreal-niagara. For post-process stacks, defer to the engine's renderer settings.

Core workflow

  1. Know which stage you're in. The vertex shader transforms each vertex into clip space and passes data (UVs, normals) onward; the fragment/pixel shader runs per rasterized pixel and outputs a color. Most game effects live in the fragment stage.
  2. Track coordinate spaces. Positions move model → world → view → clip space; normals belong in world or view space. Mixing spaces is the most common bug.
  3. Drive effects with UVs and time. UVs are 0..1 texture coordinates; offset, scale, or distort them, and animate with a time uniform.
  4. Work per pixel, branch-light. Prefer mix, step, smoothstep, and clamp over if where possible; GPUs run pixels in lockstep, so a branch whose condition differs between neighbouring pixels runs both sides. A branch on a uniform (same for the whole draw) is cheap.
  5. Pass data via uniforms (constant per draw) and varyings (interpolated vertex→fragment). Keep texture samples few; they dominate cost.
  6. Validate source before visual testing when the tools are already available. For GLSL, run glslangValidator path/to/shader.frag with the matching stage suffix; for WGSL, run naga path/to/shader.wgsl. Check Godot .gdshader files by opening the project in Godot, which has no standalone validator for them.
  7. Verify visually and on target hardware. Shaders that look right on desktop can break on mobile (precision, missing features). Test where it ships.

Patterns

GLSL fragment snippets for desktop #version 330 (each passes glslangValidator with that header; close to Godot's canvas_item/spatial shaders). For GLSL ES 3.00 — WebGL2, three.js ShaderMaterial, PixiJS filters — add precision highp float; and set uniform defaults from code: ES rejects uniform float edge = 0.05; with "cannot initialize this type of qualifier" (Godot's shading language accepts it). See references/effects.md for the HLSL equivalents and the full outline/fresnel/vignette shaders.

1. Fragment basics: sample, tint, and combine
// Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha.
uniform sampler2D tex;
uniform vec4 tint;          // e.g. (1,0,0,1) reddens; multiply is non-destructive
in vec2 uv;                 // interpolated 0..1 texture coordinate (a "varying")
out vec4 frag;
void main() {
    vec4 c = texture(tex, uv);   // HLSL: tex.Sample(samp, uv)
    frag = c * tint;             // component-wise multiply tints without clipping
}
2. Scrolling UVs (animated texture) — frame-rate independent
// Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles.
uniform sampler2D tex;
uniform float time;          // seconds, supplied by the engine
uniform vec2 scroll_speed;   // UV units per second, e.g. (0.1, 0.0)
in vec2 uv;
out vec4 frag;
void main() {
    vec2 scrolled = fract(uv + scroll_speed * time);  // HLSL: frac(...)
    frag = texture(tex, scrolled);
}
// Drive with a real time uniform, not a per-frame accumulator, so speed is stable.
3. Dissolve (threshold a noise map, glow the edge)
// Hide pixels where noise < threshold; tint a thin band at the boundary.
uniform sampler2D tex;
uniform sampler2D noise_tex;     // grayscale noise, 0..1
uniform float amount;            // 0 = fully visible, 1 = fully dissolved
uniform float edge = 0.05;       // width of the glowing edge band
uniform vec4 edge_color;
in vec2 uv;
out vec4 frag;
void main() {
    vec4 c = texture(tex, uv);
    float n = texture(noise_tex, uv).r;
    float cut = amount * (1.0 + edge) - edge;  // edge band starts below 0 -> none at amount 0
    if (n <= cut) discard;                     // cut away dissolved pixels (all of them at 1)
    float e = smoothstep(cut, cut + edge, n);  // 0 at the edge -> 1 inside; keep edge > 0
    frag = mix(edge_color, c, e);              // HLSL: lerp(edge_color, c, e)
}
// WRONG: thresholding at `amount` directly — at amount 0 every pixel with
// n < edge is still tinted, so the "fully visible" sprite shows glowing specks.
4. Fresnel rim light (3D) — brighten glancing angles
// Rim = 1 where the surface is edge-on to the camera (silhouette glow).
in vec3 world_normal;        // normalized, world space (from the vertex stage)
in vec3 view_dir;            // normalized, surface -> camera, world space
uniform float power = 3.0;
uniform vec3 rim_color;
out vec4 frag;
void main() {
    float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power);
    frag = vec4(rim_color * f, 1.0);   // add to lighting; f peaks at the silhouette
}
// Correctness: normal and view_dir MUST be in the same space and normalized.

Pitfalls

  • Mixing coordinate spaces (lighting a world-space normal against a view-space light) yields subtly wrong shading. Pick one space and convert everything into it.
  • Forgetting to normalize interpolated normals/directions: interpolation shortens vectors, so dot() results drift. normalize() in the fragment stage.
  • UV assumptions across engines. Some engines flip V (top-left vs bottom-left origin); a texture may appear upside-down. Know your engine's convention.
  • Heavy branching / dynamic loops stall GPUs. Prefer step/smoothstep/ mix; reserve if/discard for genuinely cheap early-outs.
  • discard defeats early-Z and can hurt performance on tiled mobile GPUs; prefer alpha blending where you can.
  • Reversed smoothstep edges. The GLSL spec leaves smoothstep(e0, e1, x) undefined when e0 >= e1, so smoothstep(1.0, 0.5, d) may work on one GPU and not another. Write 1.0 - smoothstep(0.5, 1.0, d).
  • Precision on mobile: highp vs mediump matters; large UVs or time values in low precision shimmer. Use adequate precision for coordinates and time.
  • Assuming GLSL == HLSL. mix↔lerp, fract↔frac, texture()↔.Sample(), vec2↔float2, M * v↔mul(M, v), mod↔fmod (different for negatives). See the reference mapping.
  • A GLSL ShaderMaterial that renders nothing in three.js under WebGPURenderer: that renderer only runs node materials (TSL), on its WebGPU and WebGL 2 backends alike. Keep WebGLRenderer for raw GLSL or port to TSL.

References

  • references/effects.md — full outline (2D sprite + 3D), vignette, and color grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes (Godot canvas_item/spatial, Unity ShaderLab/HLSL, Unreal material nodes).

Related skills

  • godot-shaders — Godot shading language syntax, built-ins, and screen-reading.
  • unreal-niagara — GPU particle VFX (a different shader use).
  • procedural-gen — the noise that drives dissolve and procedural texturing.