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-dev
3description: Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.
4description_zh: "GLSL Shader 视觉效果开发"
5description_en: "GLSL shader techniques for stunning visual effects"
6license: MIT
7metadata:
8 version: "1.0"
9 category: graphics
10---
11
12# Shader Craft
13
14A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
15
16## Invocation
17
18```
19/shader-dev <request>
20```
21
22`$ARGUMENTS` contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").
23
24## Skill Structure
25
26```
27shader-dev/
28├── SKILL.md # Core skill (this file)
29├── techniques/ # Implementation guides (read per routing table)
30│ ├── ray-marching.md # Sphere tracing with SDF
31│ ├── sdf-3d.md # 3D signed distance functions
32│ ├── lighting-model.md # PBR, Phong, toon shading
33│ ├── procedural-noise.md # Perlin, Simplex, FBM
34│ └── ... # 34 more technique files
35└── reference/ # Detailed guides (read as needed)
36 ├── ray-marching.md # Math derivations & advanced patterns
37 ├── sdf-3d.md # Extended SDF theory
38 ├── lighting-model.md # Lighting math deep-dive
39 ├── procedural-noise.md # Noise function theory
40 └── ... # 34 more reference files
41```
42
43## How to Use
44
451. Read the **Technique Routing Table** below to identify which technique(s) match the user's request
462. Read the relevant file(s) from `techniques/` — each file contains core principles, implementation steps, and complete code templates
473. If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to `reference/`
484. Apply the **WebGL2 Adaptation Rules** below when generating standalone HTML pages
49
50## Technique Routing Table
51
52| User wants to create... | Primary technique | Combine with |
53|---|---|---|
54| 3D objects / scenes from math | [ray-marching](techniques/ray-marching.md) + [sdf-3d](techniques/sdf-3d.md) | lighting-model, shadow-techniques |
55| Complex 3D shapes (booleans, blends) | [csg-boolean-operations](techniques/csg-boolean-operations.md) | sdf-3d, ray-marching |
56| Infinite repeating patterns in 3D | [domain-repetition](techniques/domain-repetition.md) | sdf-3d, ray-marching |
57| Organic / warped shapes | [domain-warping](techniques/domain-warping.md) | procedural-noise |
58| Fluid / smoke / ink effects | [fluid-simulation](techniques/fluid-simulation.md) | multipass-buffer |
59| Particle effects (fire, sparks, snow) | [particle-system](techniques/particle-system.md) | procedural-noise, color-palette |
60| Physically-based simulations | [simulation-physics](techniques/simulation-physics.md) | multipass-buffer |
61| Game of Life / reaction-diffusion | [cellular-automata](techniques/cellular-automata.md) | multipass-buffer, color-palette |
62| Ocean / water surface | [water-ocean](techniques/water-ocean.md) | atmospheric-scattering, lighting-model |
63| Terrain / landscape | [terrain-rendering](techniques/terrain-rendering.md) | atmospheric-scattering, procedural-noise |
64| Clouds / fog / volumetric fire | [volumetric-rendering](techniques/volumetric-rendering.md) | procedural-noise, atmospheric-scattering |
65| Sky / sunset / atmosphere | [atmospheric-scattering](techniques/atmospheric-scattering.md) | volumetric-rendering |
66| Realistic lighting (PBR, Phong) | [lighting-model](techniques/lighting-model.md) | shadow-techniques, ambient-occlusion |
67| Shadows (soft / hard) | [shadow-techniques](techniques/shadow-techniques.md) | lighting-model |
68| Ambient occlusion | [ambient-occlusion](techniques/ambient-occlusion.md) | lighting-model, normal-estimation |
69| Path tracing / global illumination | [path-tracing-gi](techniques/path-tracing-gi.md) | analytic-ray-tracing, multipass-buffer |
70| Precise ray-geometry intersections | [analytic-ray-tracing](techniques/analytic-ray-tracing.md) | lighting-model |
71| Voxel worlds (Minecraft-style) | [voxel-rendering](techniques/voxel-rendering.md) | lighting-model, shadow-techniques |
72| Noise / FBM textures | [procedural-noise](techniques/procedural-noise.md) | domain-warping |
73| Tiled 2D patterns | [procedural-2d-pattern](techniques/procedural-2d-pattern.md) | polar-uv-manipulation |
74| Voronoi / cell patterns | [voronoi-cellular-noise](techniques/voronoi-cellular-noise.md) | color-palette |
75| Fractals (Mandelbrot, Julia, 3D) | [fractal-rendering](techniques/fractal-rendering.md) | color-palette, polar-uv-manipulation |
76| Color grading / palettes | [color-palette](techniques/color-palette.md) | — |
77| Bloom / tone mapping / glitch | [post-processing](techniques/post-processing.md) | multipass-buffer |
78| Multi-pass ping-pong buffers | [multipass-buffer](techniques/multipass-buffer.md) | — |
79| Texture / sampling techniques | [texture-sampling](techniques/texture-sampling.md) | — |
80| Camera / matrix transforms | [matrix-transform](techniques/matrix-transform.md) | — |
81| Surface normals | [normal-estimation](techniques/normal-estimation.md) | — |
82| Polar coords / kaleidoscope | [polar-uv-manipulation](techniques/polar-uv-manipulation.md) | procedural-2d-pattern |
83| 2D shapes / UI from SDF | [sdf-2d](techniques/sdf-2d.md) | color-palette |
84| Procedural audio / music | [sound-synthesis](techniques/sound-synthesis.md) | — |
85| SDF tricks / optimization | [sdf-tricks](techniques/sdf-tricks.md) | sdf-3d, ray-marching |
86| Anti-aliased rendering | [anti-aliasing](techniques/anti-aliasing.md) | sdf-2d, post-processing |
87| Depth of field / motion blur / lens effects | [camera-effects](techniques/camera-effects.md) | post-processing, multipass-buffer |
88| Advanced texture mapping / no-tile textures | [texture-mapping-advanced](techniques/texture-mapping-advanced.md) | terrain-rendering, texture-sampling |
89| WebGL2 shader errors / debugging | [webgl-pitfalls](techniques/webgl-pitfalls.md) | — |
90
91## Technique Index
92
93### Geometry & SDF
94- **sdf-2d** — 2D signed distance functions for shapes, UI, anti-aliased rendering
95- **sdf-3d** — 3D signed distance functions for real-time implicit surface modeling
96- **csg-boolean-operations** — Constructive solid geometry: union, subtraction, intersection with smooth blending
97- **domain-repetition** — Infinite space repetition, folding, and limited tiling
98- **domain-warping** — Distort domains with noise for organic, flowing shapes
99- **sdf-tricks** — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization
100
101### Ray Casting & Lighting
102- **ray-marching** — Sphere tracing with SDF for 3D scene rendering
103- **analytic-ray-tracing** — Closed-form ray-primitive intersections (sphere, plane, box, torus)
104- **path-tracing-gi** — Monte Carlo path tracing for photorealistic global illumination
105- **lighting-model** — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading
106- **shadow-techniques** — Hard shadows, soft shadows (penumbra estimation), cascade shadows
107- **ambient-occlusion** — SDF-based AO, screen-space AO approximation
108- **normal-estimation** — Finite-difference normals, tetrahedron technique
109
110### Simulation & Physics
111- **fluid-simulation** — Navier-Stokes fluid solver with advection, diffusion, pressure projection
112- **simulation-physics** — GPU-based physics: springs, cloth, N-body gravity, collision
113- **particle-system** — Stateless and stateful particle systems (fire, rain, sparks, galaxies)
114- **cellular-automata** — Game of Life, reaction-diffusion (Turing patterns), sand simulation
115
116### Natural Phenomena
117- **water-ocean** — Gerstner waves, FFT ocean, caustics, underwater fog
118- **terrain-rendering** — Heightfield ray marching, FBM terrain, erosion
119- **atmospheric-scattering** — Rayleigh/Mie scattering, god rays, SSS approximation
120- **volumetric-rendering** — Volume ray marching for clouds, fog, fire, explosions
121
122### Procedural Generation
123- **procedural-noise** — Value noise, Perlin, Simplex, Worley, FBM, ridged noise
124- **procedural-2d-pattern** — Brick, hexagon, truchet, Islamic geometric patterns
125- **voronoi-cellular-noise** — Voronoi diagrams, Worley noise, cracked earth, crystal
126- **fractal-rendering** — Mandelbrot, Julia sets, 3D fractals (Mandelbox, Mandelbulb)
127- **color-palette** — Cosine palettes, HSL/HSV/Oklab, dynamic color mapping
128
129### Post-Processing & Infrastructure
130- **post-processing** — Bloom, tone mapping (ACES, Reinhard), vignette, chromatic aberration, glitch
131- **multipass-buffer** — Ping-pong FBO setup, state persistence across frames
132- **texture-sampling** — Bilinear, bicubic, mipmap, procedural texture lookup
133- **matrix-transform** — Camera look-at, projection, rotation, orbit controls
134- **polar-uv-manipulation** — Polar/log-polar coordinates, kaleidoscope, spiral mapping
135- **anti-aliasing** — SSAA, SDF analytical AA, temporal anti-aliasing (TAA), FXAA post-process
136- **camera-effects** — Depth of field (thin lens), motion blur, lens distortion, film grain, vignette
137- **texture-mapping-advanced** — Biplanar mapping, texture repetition avoidance, ray differential filtering
138
139### Audio
140- **sound-synthesis** — Procedural audio in GLSL: oscillators, envelopes, filters, FM synthesis
141
142### Debugging & Validation
143- **webgl-pitfalls** — Common WebGL2/GLSL errors: `fragCoord`, `main()` wrapper, function order, macro limitations, uniform null
144
145## WebGL2 Adaptation Rules
146
147All technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:
148
149### Shader Version & Output
150- Use `canvas.getContext("webgl2")`
151- Shader first line: `#version 300 es`, fragment shader adds `precision highp float;`
152- Fragment shader must declare: `out vec4 fragColor;`
153- Vertex shader: `attribute` → `in`, `varying` → `out`
154- Fragment shader: `varying` → `in`, `gl_FragColor` → `fragColor`, `texture2D()` → `texture()`
155
156### Fragment Coordinate
157- **Use `gl_FragCoord.xy`** instead of `fragCoord` (WebGL2 does not have `fragCoord` built-in)
158```glsl
159// WRONG
160vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
161// CORRECT
162vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;
163```
164
165### main() Wrapper for ShaderToy Templates
166- ShaderToy uses `void mainImage(out vec4 fragColor, in vec2 fragCoord)`
167- WebGL2 requires standard `void main()` entry point — always wrap mainImage:
168```glsl
169void mainImage(out vec4 fragColor, in vec2 fragCoord) {
170 // shader code...
171 fragColor = vec4(col, 1.0);
172}
173
174void main() {
175 mainImage(fragColor, gl_FragCoord.xy);
176}
177```
178
179### Function Declaration Order
180- GLSL requires functions to be declared before use — either declare before use or reorder:
181```glsl
182// WRONG — getAtmosphere() calls getSunDirection() before it's defined
183vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!
184vec3 getSunDirection() { return normalize(vec3(1.0)); }
185
186// CORRECT — define callee first
187vec3 getSunDirection() { return normalize(vec3(1.0)); }
188vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works
189```
190
191### Macro Limitations
192- `#define` cannot use function calls — use `const` instead:
193```glsl
194// WRONG
195#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))
196
197// CORRECT
198const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value
199```
200
201### Script Tag Extraction
202- When extracting shader source from `<script>` tags, ensure `#version` is the **first character** — use `.trim()`:
203```javascript
204const fs = document.getElementById('fs').text.trim();
205```
206
207### Common Pitfalls
208- **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
209- **Loop indices**: Use runtime constants in loops, not `#define` macros in some ES versions
210- **Terrain functions**: Functions like `terrainM(vec2)` need XZ components — use `terrainM(pos.xz + offset)` not `terrainM(pos + offset)`
211
212## HTML Page Setup
213
214When generating a standalone HTML page:
215
216- Canvas fills the entire viewport, auto-resizes on window resize
217- Page background black, no scrollbars: `body { margin: 0; overflow: hidden; background: #000; }`
218- Implement ShaderToy-compatible uniforms: `iTime`, `iResolution`, `iMouse`, `iFrame`
219- For multi-pass effects (Buffer A/B), use WebGL2 framebuffer + ping-pong (see multipass-buffer technique)
220
221## Common Pitfalls
222
223### JS Variable Declaration Order (TDZ — causes white screen crash)
224
225`let`/`const` variables must be declared at the **top** of the `<script>` block, before any function that references them:
226
227```javascript
228// 1. State variables FIRST
229let frameCount = 0;
230let startTime = Date.now();
231
232// 2. Canvas/GL init, shader compile, FBO creation
233const canvas = document.getElementById('canvas');
234const gl = canvas.getContext('webgl2');
235// ...
236
237// 3. Functions and event bindings LAST
238function resize() { /* can now safely reference frameCount */ }
239function render() { /* ... */ }
240window.addEventListener('resize', resize);
241```
242
243Reason: `let`/`const` have a Temporal Dead Zone — referencing them before declaration throws `ReferenceError`, causing a white screen.
244
245### GLSL Compilation Errors (self-check after writing shaders)
246
247- **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`
248- **Reserved words as variable names**: Do not use: `patch`, `cast`, `sample`, `filter`, `input`, `output`, `common`, `partition`, `active`
249- **Strict type matching**: `vec3 x = 1.0` is illegal — use `vec3 x = vec3(1.0)`; cannot use `.z` to access a `vec2`
250- **No ternary on structs**: ESSL does not allow ternary operator on struct types — use `if`/`else` instead
251
252### Performance Budget
253
254Deployment environments may use headless software rendering with limited GPU power. Stay within these limits:
255
256- Ray marching main loop: ≤ 128 steps
257- Volume sampling / lighting inner loops: ≤ 32 steps
258- FBM octaves: ≤ 6 layers
259- Total nested loop iterations per pixel: ≤ 1000 (exceeding this freezes the browser)
260
261## Quick Recipes
262
263Common effect combinations — complete rendering pipelines assembled from technique modules.
264
265### Photorealistic SDF Scene
2661. **Geometry**: sdf-3d (extended primitives) + csg-boolean-operations (cubic/quartic smin)
2672. **Rendering**: ray-marching + normal-estimation (tetrahedron method)
2683. **Lighting**: lighting-model (outdoor three-light model) + shadow-techniques (improved soft shadow) + ambient-occlusion
2694. **Atmosphere**: atmospheric-scattering (height-based fog with sun tint)
2705. **Post**: post-processing (ACES tone mapping) + anti-aliasing (2x SSAA) + camera-effects (vignette)
271
272### Organic / Biological Forms
2731. **Geometry**: sdf-3d (extended primitives + deformation operators: twist, bend) + csg-boolean (gradient-aware smin for material blending)
2742. **Detail**: procedural-noise (FBM with derivatives) + domain-warping
2753. **Surface**: lighting-model (subsurface scattering approximation via half-Lambert)
276
277### Procedural Landscape
2781. **Terrain**: terrain-rendering + procedural-noise (erosion FBM with derivatives)
2792. **Texturing**: texture-mapping-advanced (biplanar mapping + no-tile)
2803. **Sky**: atmospheric-scattering (Rayleigh/Mie + height fog)
2814. **Water**: water-ocean (Gerstner waves) + lighting-model (Fresnel reflections)
282
283### Stylized 2D Art
2841. **Shapes**: sdf-2d (extended library) + sdf-tricks (layered edges, hollowing)
2852. **Color**: color-palette (cosine palettes) + polar-uv-manipulation (kaleidoscope)
2863. **Polish**: anti-aliasing (SDF analytical AA) + post-processing (bloom, chromatic aberration)
287
288## Shader Debugging Techniques
289
290Visual debugging methods — temporarily replace your output to diagnose issues.
291
292| What to check | Code | What to look for |
293|---|---|---|
294| Surface normals | `col = nor * 0.5 + 0.5;` | Smooth gradients = correct normals; banding = epsilon too large |
295| Ray march step count | `col = vec3(float(steps) / float(MAX_STEPS));` | Red hotspots = performance bottleneck; uniform = wasted iterations |
296| Depth / distance | `col = vec3(t / MAX_DIST);` | Verify correct hit distances |
297| UV coordinates | `col = vec3(uv, 0.0);` | Check coordinate mapping |
298| 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 |
299| Checker pattern (UV) | `col = vec3(mod(floor(uv.x*10.)+floor(uv.y*10.), 2.0));` | Verify UV distortion, seams |
300| Lighting only | `col = vec3(shadow);` or `col = vec3(ao);` | Isolate shadow/AO contributions |
301| Material ID | `col = palette(matId / maxMatId);` | Verify material assignment |