Ether Shaders

Premium shader and postprocessing stack for studio-grade WebGL on the ether engine. Documents the LDR-composer bloom + dither preset, the iridescent fresnel + cheap-noise vertex displacement material pattern, the extruded-word text pipeline, and the engine-vs-site shader boundary. Use this — not ether-threejs — whenever the task is writing or tuning GLSL, a ShaderMaterial, an iridescent fresnel material, vertex displacement, MSDF/extruded 3D text, or the bloom+dither composer (ether-threejs owns scene architecture; this owns the shader and material layer). Triggers on GLSL, fragment shader, vertex shader, custom material, ShaderMaterial, dither, bloom, postprocessing, fresnel, iridescent, displacement, surface noise, extruded text, 3D type, MSDF, premium material, raw GLSL import, sculpture material, ExtrudeGeometry, brand-as-form. Do NOT use when "bloom", "displacement", or "dither" appear outside a GLSL/WebGL material context, or when the existing engine postfx composer already covers the need — reference i

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npx skillmds@latest add jonathanbeck1/ether-shaders