Shader Craft
A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
Invocation
/shader-dev <request>
$ARGUMENTS contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").
Skill Structure
shader-dev/
├── SKILL.md # Core skill (this file)
├── techniques/ # Implementation guides (read per routing table)
│ ├── ray-marching.md # Sphere tracing with SDF
│ ├── sdf-3d.md # 3D signed distance functions
│ ├── lighting-model.md # PBR, Phong, toon shading
│ ├── procedural-noise.md # Perlin, Simplex, FBM
│ └── ... # 34 more technique files
└── reference/ # Detailed guides (read as needed)
├── ray-marching.md # Math derivations & advanced patterns
├── sdf-3d.md # Extended SDF theory
├── lighting-model.md # Lighting math deep-dive
├── procedural-noise.md # Noise function theory
└── ... # 34 more reference files
How to Use
- Read the Technique Routing Table below to identify which technique(s) match the user's request
- Read the relevant file(s) from
techniques/ — each file contains core principles, implementation steps, and complete code templates
- If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to
reference/
- Apply the WebGL2 Adaptation Rules below when generating standalone HTML pages
Technique Routing Table
| User wants to create... |
Primary technique |
Combine with |
| 3D objects / scenes from math |
ray-marching + sdf-3d |
lighting-model, shadow-techniques |
| Complex 3D shapes (booleans, blends) |
csg-boolean-operations |
sdf-3d, ray-marching |
| Infinite repeating patterns in 3D |
domain-repetition |
sdf-3d, ray-marching |
| Organic / warped shapes |
domain-warping |
procedural-noise |
| Fluid / smoke / ink effects |
fluid-simulation |
multipass-buffer |
| Particle effects (fire, sparks, snow) |
particle-system |
procedural-noise, color-palette |
| Physically-based simulations |
simulation-physics |
multipass-buffer |
| Game of Life / reaction-diffusion |
cellular-automata |
multipass-buffer, color-palette |
| Ocean / water surface |
water-ocean |
atmospheric-scattering, lighting-model |
| Terrain / landscape |
terrain-rendering |
atmospheric-scattering, procedural-noise |
| Clouds / fog / volumetric fire |
volumetric-rendering |
procedural-noise, atmospheric-scattering |
| Sky / sunset / atmosphere |
atmospheric-scattering |
volumetric-rendering |
| Realistic lighting (PBR, Phong) |
lighting-model |
shadow-techniques, ambient-occlusion |
| Shadows (soft / hard) |
shadow-techniques |
lighting-model |
| Ambient occlusion |
ambient-occlusion |
lighting-model, normal-estimation |
| Path tracing / global illumination |
path-tracing-gi |
analytic-ray-tracing, multipass-buffer |
| Precise ray-geometry intersections |
analytic-ray-tracing |
lighting-model |
| Voxel worlds (Minecraft-style) |
voxel-rendering |
lighting-model, shadow-techniques |
| Noise / FBM textures |
procedural-noise |
domain-warping |
| Tiled 2D patterns |
procedural-2d-pattern |
polar-uv-manipulation |
| Voronoi / cell patterns |
voronoi-cellular-noise |
color-palette |
| Fractals (Mandelbrot, Julia, 3D) |
fractal-rendering |
color-palette, polar-uv-manipulation |
| Color grading / palettes |
color-palette |
— |
| Bloom / tone mapping / glitch |
post-processing |
multipass-buffer |
| Multi-pass ping-pong buffers |
multipass-buffer |
— |
| Texture / sampling techniques |
texture-sampling |
— |
| Camera / matrix transforms |
matrix-transform |
— |
| Surface normals |
normal-estimation |
— |
| Polar coords / kaleidoscope |
polar-uv-manipulation |
procedural-2d-pattern |
| 2D shapes / UI from SDF |
sdf-2d |
color-palette |
| Procedural audio / music |
sound-synthesis |
— |
| SDF tricks / optimization |
sdf-tricks |
sdf-3d, ray-marching |
| Anti-aliased rendering |
anti-aliasing |
sdf-2d, post-processing |
| Depth of field / motion blur / lens effects |
camera-effects |
post-processing, multipass-buffer |
| Advanced texture mapping / no-tile textures |
texture-mapping-advanced |
terrain-rendering, texture-sampling |
| WebGL2 shader errors / debugging |
webgl-pitfalls |
— |
Technique Index
Geometry & SDF
- sdf-2d — 2D signed distance functions for shapes, UI, anti-aliased rendering
- sdf-3d — 3D signed distance functions for real-time implicit surface modeling
- csg-boolean-operations — Constructive solid geometry: union, subtraction, intersection with smooth blending
- domain-repetition — Infinite space repetition, folding, and limited tiling
- domain-warping — Distort domains with noise for organic, flowing shapes
- sdf-tricks — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization
Ray Casting & Lighting
- ray-marching — Sphere tracing with SDF for 3D scene rendering
- analytic-ray-tracing — Closed-form ray-primitive intersections (sphere, plane, box, torus)
- path-tracing-gi — Monte Carlo path tracing for photorealistic global illumination
- lighting-model — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading
- shadow-techniques — Hard shadows, soft shadows (penumbra estimation), cascade shadows
- ambient-occlusion — SDF-based AO, screen-space AO approximation
- normal-estimation — Finite-difference normals, tetrahedron technique
Simulation & Physics
- fluid-simulation — Navier-Stokes fluid solver with advection, diffusion, pressure projection
- simulation-physics — GPU-based physics: springs, cloth, N-body gravity, collision
- particle-system — Stateless and stateful particle systems (fire, rain, sparks, galaxies)
- cellular-automata — Game of Life, reaction-diffusion (Turing patterns), sand simulation
Natural Phenomena
- water-ocean — Gerstner waves, FFT ocean, caustics, underwater fog
- terrain-rendering — Heightfield ray marching, FBM terrain, erosion
- atmospheric-scattering — Rayleigh/Mie scattering, god rays, SSS approximation
- volumetric-rendering — Volume ray marching for clouds, fog, fire, explosions
Procedural Generation
- procedural-noise — Value noise, Perlin, Simplex, Worley, FBM, ridged noise
- procedural-2d-pattern — Brick, hexagon, truchet, Islamic geometric patterns
- voronoi-cellular-noise — Voronoi diagrams, Worley noise, cracked earth, crystal
- fractal-rendering — Mandelbrot, Julia sets, 3D fractals (Mandelbox, Mandelbulb)
- color-palette — Cosine palettes, HSL/HSV/Oklab, dynamic color mapping
Post-Processing & Infrastructure
- post-processing — Bloom, tone mapping (ACES, Reinhard), vignette, chromatic aberration, glitch
- multipass-buffer — Ping-pong FBO setup, state persistence across frames
- texture-sampling — Bilinear, bicubic, mipmap, procedural texture lookup
- matrix-transform — Camera look-at, projection, rotation, orbit controls
- polar-uv-manipulation — Polar/log-polar coordinates, kaleidoscope, spiral mapping
- anti-aliasing — SSAA, SDF analytical AA, temporal anti-aliasing (TAA), FXAA post-process
- camera-effects — Depth of field (thin lens), motion blur, lens distortion, film grain, vignette
- texture-mapping-advanced — Biplanar mapping, texture repetition avoidance, ray differential filtering
Audio
- sound-synthesis — Procedural audio in GLSL: oscillators, envelopes, filters, FM synthesis
Debugging & Validation
- webgl-pitfalls — Common WebGL2/GLSL errors:
fragCoord, main() wrapper, function order, macro limitations, uniform null
WebGL2 Adaptation Rules
All technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:
Shader Version & Output
- Use
canvas.getContext("webgl2")
- Shader first line:
#version 300 es, fragment shader adds precision highp float;
- Fragment shader must declare:
out vec4 fragColor;
- Vertex shader:
attribute → in, varying → out
- Fragment shader:
varying → in, gl_FragColor → fragColor, texture2D() → texture()
Fragment Coordinate
- Use
gl_FragCoord.xy instead of fragCoord (WebGL2 does not have fragCoord built-in)
// WRONG
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
// CORRECT
vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;
main() Wrapper for ShaderToy Templates
- ShaderToy uses
void mainImage(out vec4 fragColor, in vec2 fragCoord)
- WebGL2 requires standard
void main() entry point — always wrap mainImage:
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// shader code...
fragColor = vec4(col, 1.0);
}
void main() {
mainImage(fragColor, gl_FragCoord.xy);
}
Function Declaration Order
- GLSL requires functions to be declared before use — either declare before use or reorder:
// WRONG — getAtmosphere() calls getSunDirection() before it's defined
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!
vec3 getSunDirection() { return normalize(vec3(1.0)); }
// CORRECT — define callee first
vec3 getSunDirection() { return normalize(vec3(1.0)); }
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works
Macro Limitations
#define cannot use function calls — use const instead:
// WRONG
#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))
// CORRECT
const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value
Script Tag Extraction
- When extracting shader source from
<script> tags, ensure #version is the first character — use .trim():
const fs = document.getElementById('fs').text.trim();
Common Pitfalls
- Unused uniforms: Compiler may optimize away unused uniforms, causing
gl.getUniformLocation() to return null — always use uniforms in a way the compiler cannot optimize out
- Loop indices: Use runtime constants in loops, not
#define macros in some ES versions
- Terrain functions: Functions like
terrainM(vec2) need XZ components — use terrainM(pos.xz + offset) not terrainM(pos + offset)
HTML Page Setup
When generating a standalone HTML page:
- Canvas fills the entire viewport, auto-resizes on window resize
- Page background black, no scrollbars:
body { margin: 0; overflow: hidden; background: #000; }
- Implement ShaderToy-compatible uniforms:
iTime, iResolution, iMouse, iFrame
- For multi-pass effects (Buffer A/B), use WebGL2 framebuffer + ping-pong (see multipass-buffer technique)
Common Pitfalls
JS Variable Declaration Order (TDZ — causes white screen crash)
let/const variables must be declared at the top of the <script> block, before any function that references them:
// 1. State variables FIRST
let frameCount = 0;
let startTime = Date.now();
// 2. Canvas/GL init, shader compile, FBO creation
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl2');
// ...
// 3. Functions and event bindings LAST
function resize() { /* can now safely reference frameCount */ }
function render() { /* ... */ }
window.addEventListener('resize', resize);
Reason: let/const have a Temporal Dead Zone — referencing them before declaration throws ReferenceError, causing a white screen.
GLSL Compilation Errors (self-check after writing shaders)
- Function signature mismatch: Call must exactly match definition in parameter count and types. If defined as
float fbm(vec3 p), cannot call fbm(uv) with a vec2
- Reserved words as variable names: Do not use:
patch, cast, sample, filter, input, output, common, partition, active
- Strict type matching:
vec3 x = 1.0 is illegal — use vec3 x = vec3(1.0); cannot use .z to access a vec2
- No ternary on structs: ESSL does not allow ternary operator on struct types — use
if/else instead
Performance Budget
Deployment environments may use headless software rendering with limited GPU power. Stay within these limits:
- Ray marching main loop: ≤ 128 steps
- Volume sampling / lighting inner loops: ≤ 32 steps
- FBM octaves: ≤ 6 layers
- Total nested loop iterations per pixel: ≤ 1000 (exceeding this freezes the browser)
Quick Recipes
Common effect combinations — complete rendering pipelines assembled from technique modules.
Photorealistic SDF Scene
- Geometry: sdf-3d (extended primitives) + csg-boolean-operations (cubic/quartic smin)
- Rendering: ray-marching + normal-estimation (tetrahedron method)
- Lighting: lighting-model (outdoor three-light model) + shadow-techniques (improved soft shadow) + ambient-occlusion
- Atmosphere: atmospheric-scattering (height-based fog with sun tint)
- Post: post-processing (ACES tone mapping) + anti-aliasing (2x SSAA) + camera-effects (vignette)
Organic / Biological Forms
- Geometry: sdf-3d (extended primitives + deformation operators: twist, bend) + csg-boolean (gradient-aware smin for material blending)
- Detail: procedural-noise (FBM with derivatives) + domain-warping
- Surface: lighting-model (subsurface scattering approximation via half-Lambert)
Procedural Landscape
- Terrain: terrain-rendering + procedural-noise (erosion FBM with derivatives)
- Texturing: texture-mapping-advanced (biplanar mapping + no-tile)
- Sky: atmospheric-scattering (Rayleigh/Mie + height fog)
- Water: water-ocean (Gerstner waves) + lighting-model (Fresnel reflections)
Stylized 2D Art
- Shapes: sdf-2d (extended library) + sdf-tricks (layered edges, hollowing)
- Color: color-palette (cosine palettes) + polar-uv-manipulation (kaleidoscope)
- Polish: anti-aliasing (SDF analytical AA) + post-processing (bloom, chromatic aberration)
Shader Debugging Techniques
Visual debugging methods — temporarily replace your output to diagnose issues.
| What to check |
Code |
What to look for |
| Surface normals |
col = nor * 0.5 + 0.5; |
Smooth gradients = correct normals; banding = epsilon too large |
| Ray march step count |
col = vec3(float(steps) / float(MAX_STEPS)); |
Red hotspots = performance bottleneck; uniform = wasted iterations |
| Depth / distance |
col = vec3(t / MAX_DIST); |
Verify correct hit distances |
| UV coordinates |
col = vec3(uv, 0.0); |
Check coordinate mapping |
| SDF distance field |
col = (d > 0.0 ? vec3(0.9,0.6,0.3) : vec3(0.4,0.7,0.85)) * (0.8 + 0.2*cos(150.0*d)); |
Visualize SDF bands and zero-crossing |
| Checker pattern (UV) |
col = vec3(mod(floor(uv.x*10.)+floor(uv.y*10.), 2.0)); |
Verify UV distortion, seams |
| Lighting only |
col = vec3(shadow); or col = vec3(ao); |
Isolate shadow/AO contributions |
| Material ID |
col = palette(matId / maxMatId); |
Verify material assignment |
1---2name: shader-dev3description: Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more. Compatible with ShaderToy interface.4license: MIT5---67# Shader Craft89A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.1011## Invocation1213```14/shader-dev <request>15```1617`$ARGUMENTS` contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").1819## Skill Structure2021```22shader-dev/23├── SKILL.md # Core skill (this file)24├── techniques/ # Implementation guides (read per routing table)25│ ├── ray-marching.md # Sphere tracing with SDF26│ ├── sdf-3d.md # 3D signed distance functions27│ ├── lighting-model.md # PBR, Phong, toon shading28│ ├── procedural-noise.md # Perlin, Simplex, FBM29│ └── ... # 34 more technique files30└── reference/ # Detailed guides (read as needed)31 ├── ray-marching.md # Math derivations & advanced patterns32 ├── sdf-3d.md # Extended SDF theory33 ├── lighting-model.md # Lighting math deep-dive34 ├── procedural-noise.md # Noise function theory35 └── ... # 34 more reference files36```3738## How to Use39401. Read the **Technique Routing Table** below to identify which technique(s) match the user's request412. Read the relevant file(s) from `techniques/` — each file contains core principles, implementation steps, and complete code templates423. If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to `reference/`434. Apply the **WebGL2 Adaptation Rules** below when generating standalone HTML pages4445## Technique Routing Table4647| User wants to create... | Primary technique | Combine with |48|---|---|---|49| 3D objects / scenes from math | [ray-marching](techniques/ray-marching.md) + [sdf-3d](techniques/sdf-3d.md) | lighting-model, shadow-techniques |50| Complex 3D shapes (booleans, blends) | [csg-boolean-operations](techniques/csg-boolean-operations.md) | sdf-3d, ray-marching |51| Infinite repeating patterns in 3D | [domain-repetition](techniques/domain-repetition.md) | sdf-3d, ray-marching |52| Organic / warped shapes | [domain-warping](techniques/domain-warping.md) | procedural-noise |53| Fluid / smoke / ink effects | [fluid-simulation](techniques/fluid-simulation.md) | multipass-buffer |54| Particle effects (fire, sparks, snow) | [particle-system](techniques/particle-system.md) | procedural-noise, color-palette |55| Physically-based simulations | [simulation-physics](techniques/simulation-physics.md) | multipass-buffer |56| Game of Life / reaction-diffusion | [cellular-automata](techniques/cellular-automata.md) | multipass-buffer, color-palette |57| Ocean / water surface | [water-ocean](techniques/water-ocean.md) | atmospheric-scattering, lighting-model |58| Terrain / landscape | [terrain-rendering](techniques/terrain-rendering.md) | atmospheric-scattering, procedural-noise |59| Clouds / fog / volumetric fire | [volumetric-rendering](techniques/volumetric-rendering.md) | procedural-noise, atmospheric-scattering |60| Sky / sunset / atmosphere | [atmospheric-scattering](techniques/atmospheric-scattering.md) | volumetric-rendering |61| Realistic lighting (PBR, Phong) | [lighting-model](techniques/lighting-model.md) | shadow-techniques, ambient-occlusion |62| Shadows (soft / hard) | [shadow-techniques](techniques/shadow-techniques.md) | lighting-model |63| Ambient occlusion | [ambient-occlusion](techniques/ambient-occlusion.md) | lighting-model, normal-estimation |64| Path tracing / global illumination | [path-tracing-gi](techniques/path-tracing-gi.md) | analytic-ray-tracing, multipass-buffer |65| Precise ray-geometry intersections | [analytic-ray-tracing](techniques/analytic-ray-tracing.md) | lighting-model |66| Voxel worlds (Minecraft-style) | [voxel-rendering](techniques/voxel-rendering.md) | lighting-model, shadow-techniques |67| Noise / FBM textures | [procedural-noise](techniques/procedural-noise.md) | domain-warping |68| Tiled 2D patterns | [procedural-2d-pattern](techniques/procedural-2d-pattern.md) | polar-uv-manipulation |69| Voronoi / cell patterns | [voronoi-cellular-noise](techniques/voronoi-cellular-noise.md) | color-palette |70| Fractals (Mandelbrot, Julia, 3D) | [fractal-rendering](techniques/fractal-rendering.md) | color-palette, polar-uv-manipulation |71| Color grading / palettes | [color-palette](techniques/color-palette.md) | — |72| Bloom / tone mapping / glitch | [post-processing](techniques/post-processing.md) | multipass-buffer |73| Multi-pass ping-pong buffers | [multipass-buffer](techniques/multipass-buffer.md) | — |74| Texture / sampling techniques | [texture-sampling](techniques/texture-sampling.md) | — |75| Camera / matrix transforms | [matrix-transform](techniques/matrix-transform.md) | — |76| Surface normals | [normal-estimation](techniques/normal-estimation.md) | — |77| Polar coords / kaleidoscope | [polar-uv-manipulation](techniques/polar-uv-manipulation.md) | procedural-2d-pattern |78| 2D shapes / UI from SDF | [sdf-2d](techniques/sdf-2d.md) | color-palette |79| Procedural audio / music | [sound-synthesis](techniques/sound-synthesis.md) | — |80| SDF tricks / optimization | [sdf-tricks](techniques/sdf-tricks.md) | sdf-3d, ray-marching |81| Anti-aliased rendering | [anti-aliasing](techniques/anti-aliasing.md) | sdf-2d, post-processing |82| Depth of field / motion blur / lens effects | [camera-effects](techniques/camera-effects.md) | post-processing, multipass-buffer |83| Advanced texture mapping / no-tile textures | [texture-mapping-advanced](techniques/texture-mapping-advanced.md) | terrain-rendering, texture-sampling |84| WebGL2 shader errors / debugging | [webgl-pitfalls](techniques/webgl-pitfalls.md) | — |8586## Technique Index8788### Geometry & SDF89- **sdf-2d** — 2D signed distance functions for shapes, UI, anti-aliased rendering90- **sdf-3d** — 3D signed distance functions for real-time implicit surface modeling91- **csg-boolean-operations** — Constructive solid geometry: union, subtraction, intersection with smooth blending92- **domain-repetition** — Infinite space repetition, folding, and limited tiling93- **domain-warping** — Distort domains with noise for organic, flowing shapes94- **sdf-tricks** — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization9596### Ray Casting & Lighting97- **ray-marching** — Sphere tracing with SDF for 3D scene rendering98- **analytic-ray-tracing** — Closed-form ray-primitive intersections (sphere, plane, box, torus)99- **path-tracing-gi** — Monte Carlo path tracing for photorealistic global illumination100- **lighting-model** — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading101- **shadow-techniques** — Hard shadows, soft shadows (penumbra estimation), cascade shadows102- **ambient-occlusion** — SDF-based AO, screen-space AO approximation103- **normal-estimation** — Finite-difference normals, tetrahedron technique104105### Simulation & Physics106- **fluid-simulation** — Navier-Stokes fluid solver with advection, diffusion, pressure projection107- **simulation-physics** — GPU-based physics: springs, cloth, N-body gravity, collision108- **particle-system** — Stateless and stateful particle systems (fire, rain, sparks, galaxies)109- **cellular-automata** — Game of Life, reaction-diffusion (Turing patterns), sand simulation110111### Natural Phenomena112- **water-ocean** — Gerstner waves, FFT ocean, caustics, underwater fog113- **terrain-rendering** — Heightfield ray marching, FBM terrain, erosion114- **atmospheric-scattering** — Rayleigh/Mie scattering, god rays, SSS approximation115- **volumetric-rendering** — Volume ray marching for clouds, fog, fire, explosions116117### Procedural Generation118- **procedural-noise** — Value noise, Perlin, Simplex, Worley, FBM, ridged noise119- **procedural-2d-pattern** — Brick, hexagon, truchet, Islamic geometric patterns120- **voronoi-cellular-noise** — Voronoi diagrams, Worley noise, cracked earth, crystal121- **fractal-rendering** — Mandelbrot, Julia sets, 3D fractals (Mandelbox, Mandelbulb)122- **color-palette** — Cosine palettes, HSL/HSV/Oklab, dynamic color mapping123124### Post-Processing & Infrastructure125- **post-processing** — Bloom, tone mapping (ACES, Reinhard), vignette, chromatic aberration, glitch126- **multipass-buffer** — Ping-pong FBO setup, state persistence across frames127- **texture-sampling** — Bilinear, bicubic, mipmap, procedural texture lookup128- **matrix-transform** — Camera look-at, projection, rotation, orbit controls129- **polar-uv-manipulation** — Polar/log-polar coordinates, kaleidoscope, spiral mapping130- **anti-aliasing** — SSAA, SDF analytical AA, temporal anti-aliasing (TAA), FXAA post-process131- **camera-effects** — Depth of field (thin lens), motion blur, lens distortion, film grain, vignette132- **texture-mapping-advanced** — Biplanar mapping, texture repetition avoidance, ray differential filtering133134### Audio135- **sound-synthesis** — Procedural audio in GLSL: oscillators, envelopes, filters, FM synthesis136137### Debugging & Validation138- **webgl-pitfalls** — Common WebGL2/GLSL errors: `fragCoord`, `main()` wrapper, function order, macro limitations, uniform null139140## WebGL2 Adaptation Rules141142All technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:143144### Shader Version & Output145- Use `canvas.getContext("webgl2")`146- Shader first line: `#version 300 es`, fragment shader adds `precision highp float;`147- Fragment shader must declare: `out vec4 fragColor;`148- Vertex shader: `attribute` → `in`, `varying` → `out`149- Fragment shader: `varying` → `in`, `gl_FragColor` → `fragColor`, `texture2D()` → `texture()`150151### Fragment Coordinate152- **Use `gl_FragCoord.xy`** instead of `fragCoord` (WebGL2 does not have `fragCoord` built-in)153```glsl154// WRONG155vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;156// CORRECT157vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;158```159160### main() Wrapper for ShaderToy Templates161- ShaderToy uses `void mainImage(out vec4 fragColor, in vec2 fragCoord)`162- WebGL2 requires standard `void main()` entry point — always wrap mainImage:163```glsl164void mainImage(out vec4 fragColor, in vec2 fragCoord) {165 // shader code...166 fragColor = vec4(col, 1.0);167}168169void main() {170 mainImage(fragColor, gl_FragCoord.xy);171}172```173174### Function Declaration Order175- GLSL requires functions to be declared before use — either declare before use or reorder:176```glsl177// WRONG — getAtmosphere() calls getSunDirection() before it's defined178vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!179vec3 getSunDirection() { return normalize(vec3(1.0)); }180181// CORRECT — define callee first182vec3 getSunDirection() { return normalize(vec3(1.0)); }183vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works184```185186### Macro Limitations187- `#define` cannot use function calls — use `const` instead:188```glsl189// WRONG190#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))191192// CORRECT193const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value194```195196### Script Tag Extraction197- When extracting shader source from `<script>` tags, ensure `#version` is the **first character** — use `.trim()`:198```javascript199const fs = document.getElementById('fs').text.trim();200```201202### Common Pitfalls203- **Unused uniforms**: Compiler may optimize away unused uniforms, causing `gl.getUniformLocation()` to return `null` — always use uniforms in a way the compiler cannot optimize out204- **Loop indices**: Use runtime constants in loops, not `#define` macros in some ES versions205- **Terrain functions**: Functions like `terrainM(vec2)` need XZ components — use `terrainM(pos.xz + offset)` not `terrainM(pos + offset)`206207## HTML Page Setup208209When generating a standalone HTML page:210211- Canvas fills the entire viewport, auto-resizes on window resize212- Page background black, no scrollbars: `body { margin: 0; overflow: hidden; background: #000; }`213- Implement ShaderToy-compatible uniforms: `iTime`, `iResolution`, `iMouse`, `iFrame`214- For multi-pass effects (Buffer A/B), use WebGL2 framebuffer + ping-pong (see multipass-buffer technique)215216## Common Pitfalls217218### JS Variable Declaration Order (TDZ — causes white screen crash)219220`let`/`const` variables must be declared at the **top** of the `<script>` block, before any function that references them:221222```javascript223// 1. State variables FIRST224let frameCount = 0;225let startTime = Date.now();226227// 2. Canvas/GL init, shader compile, FBO creation228const canvas = document.getElementById('canvas');229const gl = canvas.getContext('webgl2');230// ...231232// 3. Functions and event bindings LAST233function resize() { /* can now safely reference frameCount */ }234function render() { /* ... */ }235window.addEventListener('resize', resize);236```237238Reason: `let`/`const` have a Temporal Dead Zone — referencing them before declaration throws `ReferenceError`, causing a white screen.239240### GLSL Compilation Errors (self-check after writing shaders)241242- **Function signature mismatch**: Call must exactly match definition in parameter count and types. If defined as `float fbm(vec3 p)`, cannot call `fbm(uv)` with a `vec2`243- **Reserved words as variable names**: Do not use: `patch`, `cast`, `sample`, `filter`, `input`, `output`, `common`, `partition`, `active`244- **Strict type matching**: `vec3 x = 1.0` is illegal — use `vec3 x = vec3(1.0)`; cannot use `.z` to access a `vec2`245- **No ternary on structs**: ESSL does not allow ternary operator on struct types — use `if`/`else` instead246247### Performance Budget248249Deployment environments may use headless software rendering with limited GPU power. Stay within these limits:250251- Ray marching main loop: ≤ 128 steps252- Volume sampling / lighting inner loops: ≤ 32 steps253- FBM octaves: ≤ 6 layers254- Total nested loop iterations per pixel: ≤ 1000 (exceeding this freezes the browser)255256## Quick Recipes257258Common effect combinations — complete rendering pipelines assembled from technique modules.259260### Photorealistic SDF Scene2611. **Geometry**: sdf-3d (extended primitives) + csg-boolean-operations (cubic/quartic smin)2622. **Rendering**: ray-marching + normal-estimation (tetrahedron method)2633. **Lighting**: lighting-model (outdoor three-light model) + shadow-techniques (improved soft shadow) + ambient-occlusion2644. **Atmosphere**: atmospheric-scattering (height-based fog with sun tint)2655. **Post**: post-processing (ACES tone mapping) + anti-aliasing (2x SSAA) + camera-effects (vignette)266267### Organic / Biological Forms2681. **Geometry**: sdf-3d (extended primitives + deformation operators: twist, bend) + csg-boolean (gradient-aware smin for material blending)2692. **Detail**: procedural-noise (FBM with derivatives) + domain-warping2703. **Surface**: lighting-model (subsurface scattering approximation via half-Lambert)271272### Procedural Landscape2731. **Terrain**: terrain-rendering + procedural-noise (erosion FBM with derivatives)2742. **Texturing**: texture-mapping-advanced (biplanar mapping + no-tile)2753. **Sky**: atmospheric-scattering (Rayleigh/Mie + height fog)2764. **Water**: water-ocean (Gerstner waves) + lighting-model (Fresnel reflections)277278### Stylized 2D Art2791. **Shapes**: sdf-2d (extended library) + sdf-tricks (layered edges, hollowing)2802. **Color**: color-palette (cosine palettes) + polar-uv-manipulation (kaleidoscope)2813. **Polish**: anti-aliasing (SDF analytical AA) + post-processing (bloom, chromatic aberration)282283## Shader Debugging Techniques284285Visual debugging methods — temporarily replace your output to diagnose issues.286287| What to check | Code | What to look for |288|---|---|---|289| Surface normals | `col = nor * 0.5 + 0.5;` | Smooth gradients = correct normals; banding = epsilon too large |290| Ray march step count | `col = vec3(float(steps) / float(MAX_STEPS));` | Red hotspots = performance bottleneck; uniform = wasted iterations |291| Depth / distance | `col = vec3(t / MAX_DIST);` | Verify correct hit distances |292| UV coordinates | `col = vec3(uv, 0.0);` | Check coordinate mapping |293| SDF distance field | `col = (d > 0.0 ? vec3(0.9,0.6,0.3) : vec3(0.4,0.7,0.85)) * (0.8 + 0.2*cos(150.0*d));` | Visualize SDF bands and zero-crossing |294| Checker pattern (UV) | `col = vec3(mod(floor(uv.x*10.)+floor(uv.y*10.), 2.0));` | Verify UV distortion, seams |295| Lighting only | `col = vec3(shadow);` or `col = vec3(ao);` | Isolate shadow/AO contributions |296| Material ID | `col = palette(matId / maxMatId);` | Verify material assignment |