# Shadowdusk

> ShadowDusk

- Skill: `vchelaru/shadowdusk` (Agent Skill)
- Install (CLI): `npx skillmds@latest add vchelaru/shadowdusk`
- Raw SKILL.md: https://api.skillmd.com/api/skills/vchelaru/shadowdusk/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: vchelaru (https://skillmd.com/u/vchelaru)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/vchelaru/shadowdusk

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# ShadowDusk

Compiles `.fx` HLSL into `.mgfx` (MonoGame/KNI) or `.fxb` (FNA) on any OS — no DirectX SDK, no Wine. Docs: https://kaltinril.github.io/ShadowDusk/

Two forms: `ShadowDusk.Compiler` (NuGet, in-memory `EffectCompiler.CompileAsync(hlslSource, options)` — use this for build-time embedding of engine-shipped shaders) and `ShadowDuskCLI` (drop-in `mgfxc` replacement for existing content-pipeline builds).

**Gotcha:** Metal (macOS/iOS) isn't implemented yet — Metal targets still need the traditional Windows/Wine path (see `shaders` skill). Output is behaviorally equivalent to `mgfxc`, not byte-identical — don't diff bytecode across compilers in a test.

