GLSL Shader开发
全面的GLSL着色器技术,用于创建令人惊叹的视觉效果。
name: shader-dev
description: Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.
description_zh: "GLSL Shader 视觉效果开发"
description_en: "GLSL shader techniques for stunning visual effects"
license: MIT
metadata:
version: "1.0"
category: graphics
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: glsl-shader3description: GLSL Shader开发4---5# GLSL Shader开发67全面的GLSL着色器技术,用于创建令人惊叹的视觉效果。89---10name: shader-dev11description: Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.12description_zh: "GLSL Shader 视觉效果开发"13description_en: "GLSL shader techniques for stunning visual effects"14license: MIT15metadata:16 version: "1.0"17 category: graphics18---1920# Shader Craft2122A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.2324## Invocation2526```27/shader-dev <request>28```2930`$ARGUMENTS` contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").3132## Skill Structure3334```35shader-dev/36├── SKILL.md # Core skill (this file)37├── techniques/ # Implementation guides (read per routing table)38│ ├── ray-marching.md # Sphere tracing with SDF39│ ├── sdf-3d.md # 3D signed distance functions40│ ├── lighting-model.md # PBR, Phong, toon shading41│ ├── procedural-noise.md # Perlin, Simplex, FBM42│ └── ... # 34 more technique files43└── reference/ # Detailed guides (read as needed)44 ├── ray-marching.md # Math derivations & advanced patterns45 ├── sdf-3d.md # Extended SDF theory46 ├── lighting-model.md # Lighting math deep-dive47 ├── procedural-noise.md # Noise function theory48 └── ... # 34 more reference files49```5051## How to Use52531. Read the **Technique Routing Table** below to identify which technique(s) match the user's request542. Read the relevant file(s) from `techniques/` — each file contains core principles, implementation steps, and complete code templates553. If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to `reference/`564. Apply the **WebGL2 Adaptation Rules** below when generating standalone HTML pages5758## Technique Routing Table5960| User wants to create... | Primary technique | Combine with |61|---|---|---|62| 3D objects / scenes from math | [ray-marching](techniques/ray-marching.md) + [sdf-3d](techniques/sdf-3d.md) | lighting-model, shadow-techniques |63| Complex 3D shapes (booleans, blends) | [csg-boolean-operations](techniques/csg-boolean-operations.md) | sdf-3d, ray-marching |64| Infinite repeating patterns in 3D | [domain-repetition](techniques/domain-repetition.md) | sdf-3d, ray-marching |65| Organic / warped shapes | [domain-warping](techniques/domain-warping.md) | procedural-noise |66| Fluid / smoke / ink effects | [fluid-simulation](techniques/fluid-simulation.md) | multipass-buffer |67| Particle effects (fire, sparks, snow) | [particle-system](techniques/particle-system.md) | procedural-noise, color-palette |68| Physically-based simulations | [simulation-physics](techniques/simulation-physics.md) | multipass-buffer |69| Game of Life / reaction-diffusion | [cellular-automata](techniques/cellular-automata.md) | multipass-buffer, color-palette |70| Ocean / water surface | [water-ocean](techniques/water-ocean.md) | atmospheric-scattering, lighting-model |71| Terrain / landscape | [terrain-rendering](techniques/terrain-rendering.md) | atmospheric-scattering, procedural-noise |72| Clouds / fog / volumetric fire | [volumetric-rendering](techniques/volumetric-rendering.md) | procedural-noise, atmospheric-scattering |73| Sky / sunset / atmosphere | [atmospheric-scattering](techniques/atmospheric-scattering.md) | volumetric-rendering |74| Realistic lighting (PBR, Phong) | [lighting-model](techniques/lighting-model.md) | shadow-techniques, ambient-occlusion |75| Shadows (soft / hard) | [shadow-techniques](techniques/shadow-techniques.md) | lighting-model |76| Ambient occlusion | [ambient-occlusion](techniques/ambient-occlusion.md) | lighting-model, normal-estimation |77| Path tracing / global illumination | [path-tracing-gi](techniques/path-tracing-gi.md) | analytic-ray-tracing, multipass-buffer |78| Precise ray-geometry intersections | [analytic-ray-tracing](techniques/analytic-ray-tracing.md) | lighting-model |79| Voxel worlds (Minecraft-style) | [voxel-rendering](techniques/voxel-rendering.md) | lighting-model, shadow-techniques |80| Noise / FBM textures | [procedural-noise](techniques/procedural-noise.md) | domain-warping |81| Tiled 2D patterns | [procedural-2d-pattern](techniques/procedural-2d-pattern.md) | polar-uv-manipulation |82| Voronoi / cell patterns | [voronoi-cellular-noise](techniques/voronoi-cellular-noise.md) | color-palette |83| Fractals (Mandelbrot, Julia, 3D) | [fractal-rendering](techniques/fractal-rendering.md) | color-palette, polar-uv-manipulation |84| Color grading / palettes | [color-palette](techniques/color-palette.md) | — |85| Bloom / tone mapping / glitch | [post-processing](techniques/post-processing.md) | multipass-buffer |86| Multi-pass ping-pong buffers | [multipass-buffer](techniques/multipass-buffer.md) | — |87| Texture / sampling techniques | [texture-sampling](techniques/texture-sampling.md) | — |88| Camera / matrix transforms | [matrix-transform](techniques/matrix-transform.md) | — |89| Surface normals | [normal-estimation](techniques/normal-estimation.md) | — |90| Polar coords / kaleidoscope | [polar-uv-manipulation](techniques/polar-uv-manipulation.md) | procedural-2d-pattern |91| 2D shapes / UI from SDF | [sdf-2d](techniques/sdf-2d.md) | color-palette |92| Procedural audio / music | [sound-synthesis](techniques/sound-synthesis.md) | — |93| SDF tricks / optimization | [sdf-tricks](techniques/sdf-tricks.md) | sdf-3d, ray-marching |94| Anti-aliased rendering | [anti-aliasing](techniques/anti-aliasing.md) | sdf-2d, post-processing |95| Depth of field / motion blur / lens effects | [camera-effects](techniques/camera-effects.md) | post-processing, multipass-buffer |96| Advanced texture mapping / no-tile textures | [texture-mapping-advanced](techniques/texture-mapping-advanced.md) | terrain-rendering, texture-sampling |97| WebGL2 shader errors / debugging | [webgl-pitfalls](techniques/webgl-pitfalls.md) | — |9899## Technique Index100101### Geometry & SDF102- **sdf-2d** — 2D signed distance functions for shapes, UI, anti-aliased rendering103- **sdf-3d** — 3D signed distance functions for real-time implicit surface modeling104- **csg-boolean-operations** — Constructive solid geometry: union, subtraction, intersection with smooth blending105- **domain-repetition** — Infinite space repetition, folding, and limited tiling106- **domain-warping** — Distort domains with noise for organic, flowing shapes107- **sdf-tricks** — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization108109### Ray Casting & Lighting110- **ray-marching** — Sphere tracing with SDF for 3D scene rendering111- **analytic-ray-tracing** — Closed-form ray-primitive intersections (sphere, plane, box, torus)112- **path-tracing-gi** — Monte Carlo path tracing for photorealistic global illumination113- **lighting-model** — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading114- **shadow-techniques** — Hard shadows, soft shadows (penumbra estimation), cascade shadows115- **ambient-occlusion** — SDF-based AO, screen-space AO approximation116- **normal-estimation** — Finite-difference normals, tetrahedron technique117118### Simulation & Physics119- **fluid-simulation** — Navier-Stokes fluid solver with advection, diffusion, pressure projection120- **simulation-physics** — GPU-based physics: springs, cloth, N-body gravity, collision121- **particle-system** — Stateless and stateful particle systems (fire, rain, sparks, galaxies)122- **cellular-automata** — Game of Life, reaction-diffusion (Turing patterns), sand simulation123124### Natural Phenomena125- **water-ocean** — Gerstner waves, FFT ocean, caustics, underwater fog126- **terrain-rendering** — Heightfield ray marching, FBM terrain, erosion127- **atmospheric-scattering** — Rayleigh/Mie scattering, god rays, SSS approximation128- **volumetric-rendering** — Volume ray marching for clouds, fog, fire, explosions129130### Procedural Generation131- **procedural-noise** — Value noise, Perlin, Simplex, Worley, FBM, ridged noise132- **procedural-2d-pattern** — Brick, hexagon, truchet, Islamic geometric patterns133- **voronoi-cellular-noise** — Voronoi diagrams, Worley noise, cracked earth, crystal134- **fractal-rendering** — Mandelbrot, Julia sets, 3D fractals (Mandelbox, Mandelbulb)135- **color-palette** — Cosine palettes, HSL/HSV/Oklab, dynamic color mapping136137### Post-Processing & Infrastructure138- **post-processing** — Bloom, tone mapping (ACES, Reinhard), vignette, chromatic aberration, glitch139- **multipass-buffer** — Ping-pong FBO setup, state persistence across frames140- **texture-sampling** — Bilinear, bicubic, mipmap, procedural texture lookup141- **matrix-transform** — Camera look-at, projection, rotation, orbit controls142- **polar-uv-manipulation** — Polar/log-polar coordinates, kaleidoscope, spiral mapping143- **anti-aliasing** — SSAA, SDF analytical AA, temporal anti-aliasing (TAA), FXAA post-process144- **camera-effects** — Depth of field (thin lens), motion blur, lens distortion, film grain, vignette145- **texture-mapping-advanced** — Biplanar mapping, texture repetition avoidance, ray differential filtering146147### Audio148- **sound-synthesis** — Procedural audio in GLSL: oscillators, envelopes, filters, FM synthesis149150### Debugging & Validation151- **webgl-pitfalls** — Common WebGL2/GLSL errors: `fragCoord`, `main()` wrapper, function order, macro limitations, uniform null152153## WebGL2 Adaptation Rules154155All technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:156157### Shader Version & Output158- Use `canvas.getContext("webgl2")`159- Shader first line: `#version 300 es`, fragment shader adds `precision highp float;`160- Fragment shader must declare: `out vec4 fragColor;`161- Vertex shader: `attribute` → `in`, `varying` → `out`162- Fragment shader: `varying` → `in`, `gl_FragColor` → `fragColor`, `texture2D()` → `texture()`163164### Fragment Coordinate165- **Use `gl_FragCoord.xy`** instead of `fragCoord` (WebGL2 does not have `fragCoord` built-in)166```glsl167// WRONG168vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;169// CORRECT170vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;171```172173### main() Wrapper for ShaderToy Templates174- ShaderToy uses `void mainImage(out vec4 fragColor, in vec2 fragCoord)`175- WebGL2 requires standard `void main()` entry point — always wrap mainImage:176```glsl177void mainImage(out vec4 fragColor, in vec2 fragCoord) {178 // shader code...179 fragColor = vec4(col, 1.0);180}181182void main() {183 mainImage(fragColor, gl_FragCoord.xy);184}185```186187### Function Declaration Order188- GLSL requires functions to be declared before use — either declare before use or reorder:189```glsl190// WRONG — getAtmosphere() calls getSunDirection() before it's defined191vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!192vec3 getSunDirection() { return normalize(vec3(1.0)); }193194// CORRECT — define callee first195vec3 getSunDirection() { return normalize(vec3(1.0)); }196vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works197```198199### Macro Limitations200- `#define` cannot use function calls — use `const` instead:201```glsl202// WRONG203#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))204205// CORRECT206const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value207```208209### Script Tag Extraction210- When extracting shader source from `<script>` tags, ensure `#version` is the **first character** — use `.trim()`:211```javascript212const fs = document.getElementById('fs').text.trim();213```214215### Common Pitfalls216- **Unused uniforms**: Compiler may optimize away unused uniforms, causing `gl.getUniformLocation()` to return `null` — always use uniforms in a way the compiler cannot optimize out217- **Loop indices**: Use runtime constants in loops, not `#define` macros in some ES versions218- **Terrain functions**: Functions like `terrainM(vec2)` need XZ components — use `terrainM(pos.xz + offset)` not `terrainM(pos + offset)`219220## HTML Page Setup221222When generating a standalone HTML page:223224- Canvas fills the entire viewport, auto-resizes on window resize225- Page background black, no scrollbars: `body { margin: 0; overflow: hidden; background: #000; }`226- Implement ShaderToy-compatible uniforms: `iTime`, `iResolution`, `iMouse`, `iFrame`227- For multi-pass effects (Buffer A/B), use WebGL2 framebuffer + ping-pong (see multipass-buffer technique)228229## Common Pitfalls230231### JS Variable Declaration Order (TDZ — causes white screen crash)232233`let`/`const` variables must be declared at the **top** of the `<script>` block, before any function that references them:234235```javascript236// 1. State variables FIRST237let frameCount = 0;238let startTime = Date.now();239240// 2. Canvas/GL init, shader compile, FBO creation241const canvas = document.getElementById('canvas');242const gl = canvas.getContext('webgl2');243// ...244245// 3. Functions and event bindings LAST246function resize() { /* can now safely reference frameCount */ }247function render() { /* ... */ }248window.addEventListener('resize', resize);249```250251Reason: `let`/`const` have a Temporal Dead Zone — referencing them before declaration throws `ReferenceError`, causing a white screen.252253### GLSL Compilation Errors (self-check after writing shaders)254255- **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`256- **Reserved words as variable names**: Do not use: `patch`, `cast`, `sample`, `filter`, `input`, `output`, `common`, `partition`, `active`257- **Strict type matching**: `vec3 x = 1.0` is illegal — use `vec3 x = vec3(1.0)`; cannot use `.z` to access a `vec2`258- **No ternary on structs**: ESSL does not allow ternary operator on struct types — use `if`/`else` instead259260### Performance Budget261262Deployment environments may use headless software rendering with limited GPU power. Stay within these limits:263264- Ray marching main loop: ≤ 128 steps265- Volume sampling / lighting inner loops: ≤ 32 steps266- FBM octaves: ≤ 6 layers267- Total nested loop iterations per pixel: ≤ 1000 (exceeding this freezes the browser)268269## Quick Recipes270271Common effect combinations — complete rendering pipelines assembled from technique modules.272273### Photorealistic SDF Scene2741. **Geometry**: sdf-3d (extended primitives) + csg-boolean-operations (cubic/quartic smin)2752. **Rendering**: ray-marching + normal-estimation (tetrahedron method)2763. **Lighting**: lighting-model (outdoor three-light model) + shadow-techniques (improved soft shadow) + ambient-occlusion2774. **Atmosphere**: atmospheric-scattering (height-based fog with sun tint)2785. **Post**: post-processing (ACES tone mapping) + anti-aliasing (2x SSAA) + camera-effects (vignette)279280### Organic / Biological Forms2811. **Geometry**: sdf-3d (extended primitives + deformation operators: twist, bend) + csg-boolean (gradient-aware smin for material blending)2822. **Detail**: procedural-noise (FBM with derivatives) + domain-warping2833. **Surface**: lighting-model (subsurface scattering approximation via half-Lambert)284285### Procedural Landscape2861. **Terrain**: terrain-rendering + procedural-noise (erosion FBM with derivatives)2872. **Texturing**: texture-mapping-advanced (biplanar mapping + no-tile)2883. **Sky**: atmospheric-scattering (Rayleigh/Mie + height fog)2894. **Water**: water-ocean (Gerstner waves) + lighting-model (Fresnel reflections)290291### Stylized 2D Art2921. **Shapes**: sdf-2d (extended library) + sdf-tricks (layered edges, hollowing)2932. **Color**: color-palette (cosine palettes) + polar-uv-manipulation (kaleidoscope)2943. **Polish**: anti-aliasing (SDF analytical AA) + post-processing (bloom, chromatic aberration)295296## Shader Debugging Techniques297298Visual debugging methods — temporarily replace your output to diagnose issues.299300| What to check | Code | What to look for |301|---|---|---|302| Surface normals | `col = nor * 0.5 + 0.5;` | Smooth gradients = correct normals; banding = epsilon too large |303| Ray march step count | `col = vec3(float(steps) / float(MAX_STEPS));` | Red hotspots = performance bottleneck; uniform = wasted iterations |304| Depth / distance | `col = vec3(t / MAX_DIST);` | Verify correct hit distances |305| UV coordinates | `col = vec3(uv, 0.0);` | Check coordinate mapping |306| 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 |307| Checker pattern (UV) | `col = vec3(mod(floor(uv.x*10.)+floor(uv.y*10.), 2.0));` | Verify UV distortion, seams |308| Lighting only | `col = vec3(shadow);` or `col = vec3(ao);` | Isolate shadow/AO contributions |309| Material ID | `col = palette(matId / maxMatId);` | Verify material assignment |