# Shader Programming Glsl

> Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects.

- Skill: `techwavedev/shader-programming-glsl` (Agent Skill)
- Install (CLI): `npx skillmds@latest add techwavedev/shader-programming-glsl`
- Raw SKILL.md: https://api.skillmd.com/api/skills/techwavedev/shader-programming-glsl/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: techwavedev (https://skillmd.com/u/techwavedev)
- Updated: 2026-09-10
- Page: https://skillmd.com/skills/techwavedev/shader-programming-glsl

---


# Shader Programming GLSL

## Overview

A comprehensive guide to writing GPU shaders using GLSL (OpenGL Shading Language). Learn syntax, uniforms, varying variables, and key mathematical concepts like swizzling and vector operations for visual effects.

## When to Use This Skill

- Use when creating custom visual effects in WebGL, Three.js, or game engines.
- Use when optimizing graphics rendering performance.
- Use when implementing post-processing effects (blur, bloom, color correction).
- Use when procedurally generating textures or geometry on the GPU.

## Step-by-Step Guide

### 1. Structure: Vertex vs. Fragment

Understand the pipeline:
- **Vertex Shader**: Transforms 3D coordinates to 2D screen space (`gl_Position`).
- **Fragment Shader**: Colors individual pixels (`gl_FragColor`).

```glsl
// Vertex Shader (basic)
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
```

```glsl
// Fragment Shader (basic)
uniform vec3 color;

void main() {
    gl_FragColor = vec4(color, 1.0);
}
```

### 2. Uniforms and Varyings

- `uniform`: Data constant for all vertices/fragments (passed from CPU).
- `varying`: Data interpolated from vertex to fragment shader.

```glsl
// Passing UV coordinates
varying vec2 vUv;

// In Vertex Shader
void main() {
    vUv = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}

// In Fragment Shader
void main() {
    // Gradient based on UV
    gl_FragColor = vec4(vUv.x, vUv.y, 1.0, 1.0);
}
```

### 3. Swizzling & Vector Math

Access vector components freely: `vec4 color = vec4(1.0, 0.5, 0.0, 1.0);`
- `color.rgb` -> `vec3(1.0, 0.5, 0.0)`
- `color.zyx` -> `vec3(0.0, 0.5, 1.0)` (reordering)

## Examples

### Example 1: Simple Raymarching (SDF Sphere)

```glsl
float sdSphere(vec3 p, float s) {
    return length(p) - s;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    vec3 ro = vec3(0.0, 0.0, -3.0); // Ray Origin
    vec3 rd = normalize(vec3(uv, 1.0)); // Ray Direction
    
    float t = 0.0;
    for(int i = 0; i < 64; i++) {
        vec3 p = ro + rd * t;
        float d = sdSphere(p, 1.0); // Sphere radius 1.0
        if(d < 0.001) break;
        t += d;
    }
    
    vec3 col = vec3(0.0);
    if(t < 10.0) {
        vec3 p = ro + rd * t;
        vec3 normal = normalize(p);
        col = normal * 0.5 + 0.5; // Color by normal
    }
    
    fragColor = vec4(col, 1.0);
}
```

## Best Practices

- ✅ **Do:** Use `mix()` for linear interpolation instead of manual math.
- ✅ **Do:** Use `step()` and `smoothstep()` for thresholding and soft edges (avoid `if` branches).
- ✅ **Do:** Pack data into vectors (`vec4`) to minimize memory access.
- ❌ **Don't:** Use heavy branching (`if-else`) inside loops if possible; it hurts GPU parallelism.
- ❌ **Don't:** Calculate constant values inside the shader; pre-calculate them on the CPU (uniforms).

## Troubleshooting

**Problem:** Shader compiles but screen is black.
**Solution:** Check if `gl_Position.w` is correct (usually 1.0). Check if uniforms are actually being set from the host application. Verify UV coordinates are within [0, 1].

---

<!-- AGI-INTEGRATION-START -->

## AGI Framework Integration

> **Adapted for [@techwavedev/agi-agent-kit](https://www.npmjs.com/package/@techwavedev/agi-agent-kit)**
> Original source: [antigravity-awesome-skills](https://github.com/sickn33/antigravity-awesome-skills)

### Memory-First Protocol

Retrieve prior design decisions (color palettes, typography, spacing scales) to maintain visual consistency across sessions. Cache generated design tokens.

```bash
# Check for prior frontend/design context before starting
python3 execution/memory_manager.py auto --query "design system decisions and component patterns for Shader Programming Glsl"
```

### Storing Results

After completing work, store frontend/design decisions for future sessions:

```bash
python3 execution/memory_manager.py store \
  --content "Design system: adopted 8px grid, Inter font family, HSL color tokens with dark mode support" \
  --type decision --project <project> \
  --tags shader-programming-glsl frontend
```

### Multi-Agent Collaboration

Share design decisions with backend agents (API contract changes) and QA agents (visual regression baselines).

```bash
python3 execution/cross_agent_context.py store \
  --agent "<your-agent>" \
  --action "Implemented UI components — new design system with accessibility compliance (WCAG 2.1 AA)" \
  --project <project>
```

### Design Memory Persistence

Store design system tokens and component decisions in Qdrant so any agent on any platform (Claude, Gemini, Cursor) can retrieve and apply consistent styling.

<!-- AGI-INTEGRATION-END -->

