gamedev-shader-programming
Imported awesome-gamedev-agent-skills guidance for shader-programming workflows in game development projects.
Skill by bgrenat
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: writing, agent-building
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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/gamedev-shader-programming
What's inside
- Skill name
gamedev-shader-programming- Description
- Imported awesome-gamedev-agent-skills guidance for shader-programming workflows in game development projects. Use when writing vertex or fragment shaders, working with UVs and coordinate spaces, or building common visual effects.
- License
- LGPL-3.0
- Instructions
- 142 lines in SKILL.md · view on GitHub
Files (2)
- SKILL.md
- effects.md · references/
SKILL.md (first lines)
# Shader programming (cross-engine)
Shaders are small programs that run **per vertex** and **per pixel** on the GPU.
The concepts — the pipeline, coordinate spaces, UVs, and how common effects are
built — port across engines; only the language dialect and built-in variable
names change. This skill teaches those portable fundamentals in GLSL with HLSL
equivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact
engine syntax and built-ins.
## When to use
- Use to understand or write vertex/fragment shaders and to reason about UVs,
coordinate spaces, and the GPU pipeline.
- Use to build common effects: tint/recolor, scrolling textures, dissolve,
outlines, fresnel/rim light, vignette, color grading.
- Use to translate a shader concept between GLSL and HLSL, or between engines.
**When *not* to use:** for an engine's exact shader language and built-ins, use
`godot-shaders` (Godot shading language) or the engine's material docs. For full
particle VFX systems, see `unreal-niagara`. For post-process *stacks*, defer to
the engine's renderer settings.
## Core workflow
1. **Know which stage you're in.** The **vertex** shader transforms each vertex
into clip space and passes data (UVs, normals) onward; the **fragment/pixel**
shader runs per rasterized pixel and outputs a color. Most game effects live
in the fragment stage.
2. **Track coordinate spaces.** Positions move model → world → view → clip space;
normals belong in world or view space. Mixing spaces is the most common bug.
3. **Drive effects with UVs and time.** UVs are `0..1` texture coordinates;
offset, scale, or distort them, and animate with a `time` uniform.
4. **Work per pixel, branch-light.** Prefer `mix`, `step`, `smoothstep`, and
`clamp` over `if` where possible; GPUs run pixels in lockstep and dislike
divergent branches.
5. **Pass data via uniforms** (constant per draw) and **varyings** (interpolated
vertex→fragment). Keep texture samples few; they dominate cost.
6. **Verify visually and on target hardware.** Shaders that look right on desktop
can break on mobile (precision, missing features). Test where it ships.
## Patterns
GLSL-style fragment snippets (close to Godot's `canvas_item`/`spatial`
shaders and OpenGL). See `references/effects.md` for the HLSL equivalents and
the full outline/fresnel/vignette shaders.
### 1. Fragment basics: sample, tint, and combine
```glsl
// Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha.
uniform sampler2D tex;
uniform vec4 tint; // e.g. (1,0,0,1) reddens; multiply is non-destructive
in vec2 uv; // interpolated 0..1 texture coordinate (a "varying")
out vec4 frag;
void main() {
vec4 c = texture(tex, uv); // HLSL: tex.Sample(samp, uv)
frag = c * tint; // component-wise multiply tints without clipping
}
```
### 2. Scrolling UVs (animated texture) — frame-rate independent
```glsl
// Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles.
uniform sampler2D tex;
uniform float time; // seconds, supplied by the engine
uniform vec2 scroll_speed; // UV units per second, e.g. (0.1, 0.0)
in vec2 uv;
out vec4 frag;
void main() {
vec2 scrolled = fract(uv + scroll_speed * time); // HLSL: frac(...)
frag = texture(tex, scrolled);
}
// Drive with a real time uniform, not a per-frame accumulator, so speed is stable.
```
### 3. Dissolve (threshold a noise map, glow the edge)
```glsl
// Hide pixels where noise < threshold; tint a thin band at the boundary.
uniform sampler2D tex;
uniform sampler2D noise_tex; // grayscale noise, 0..1
uniform float amount; // 0 = fully visible, 1 = fully dissolved
uniform float edge = 0.05; // width of the glowing edge band
uniform vec4 edge_color;
in vec2 uv;
out vec4 frag;
void main() {
vec4 c = texture(tex, uv);
float n = texture(noise_tex, uv).r;
if (n < amount) discard; // cut away dissolved pixels
float e = smoothstep(amount, amount + edge, n); // 0 at the edge -> 1 inside
frag = mix(edge_color, c, e); // HLSL: lerp(edge_color, c, e)
}
```
### 4. Fresnel rim light (3D) — brighten glancing angles
```glsl
// Rim = 1 where the surface faces away from the camera (silhouette glow).
in vec3 world_normal; // normalized, world space (from the vertex stage)
in vec3 view_dir; // normalized, surface -> camera, world space
uniform float power = 3.0;
uniform vec3 rim_color;
out vec4 frag;
void main() {
float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power);
frag = vec4(rim_color * f, 1.0); // add to lighting; f peaks at the silhouette
}
// Correctness: normal and view_dir MUST be in the same space and normalized.
```
## Pitfalls
- **Mixing coordinate spaces** (lighting a world-space normal against a
view-space light) yields subtly wrong shading. Pick one space and convert
everything into it.
- **Forgetting to normalize** interpolated normals/directions: interpolation
shortens vectors, so `dot()` results drift. `normalize()` in the fragment stage.
- **UV assumptions across engines.** Some engines flip V (top-left vs bottom-leftFrom bgrenat/godot-game-dev-studio, LGPL-3.0.
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Signals
- Stars
- 24
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Oct 12, 2026 (16 days ago)
- Last release
- Oct 12, 2026 (16 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- LGPL-3.0
- Repository
- github.com/bgrenat/godot-game-dev-studio
- Website
- powehi.eu
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
gamedev-shader-programming skill. Agent Mart. https://agentmart.dev/skills/bgrenat-gamedev-shader-programming (last updated 2026-10-24)