Shader Glsl

iart-ai/webgl-animation-skills/skills/shader-glsl

作者 iart-ai50697d659fbf70152f48f9f8aadf1efe78bbdde1无许可证收录于 2026年10月9日更新于 2026年10月9日

This skill should be used when the user asks to "write a fragment shader", "make a GLSL gradient/noise/plasma background", "create an image transition (dissolve, displacement, glitch)", "add distortion or chromatic aberration", "build an SDF shape shader", "wire up a Three.js ShaderMaterial with uniforms", or "do GPU post-processing". Covers GLSL fragment shaders, noise/fbm, SDFs, domain warping, transitions, and Three.js integration.

AI 生成的概览

编写 GLSL 片元着色器,用于渐变、噪声、转场与后处理,并以独立的 Three.js HTML 文件交付。

功能
该技能指导编写用于生成式动效、渐变、图像转场和后处理的 GPU 片元着色器。它提供 GLSL 基础构件,如 hash/值噪声、fbm、SDF 形状、域扭曲和余弦调色板,以及带 uniform 和渲染循环的 Three.js ShaderMaterial 接线方式。交付物是一个可直接在浏览器中打开的独立 HTML 文件,并配有定格取帧工具用于确定性截图,以及涵盖编译错误、色带、NaN 溢出和减少动效的验证清单。
适用场景
当用户要求片元着色器、动画渐变、噪声、等离子或极光背景,或溶解、位移、故障等图像转场,以及扭曲、色差、SDF 形状或 GPU 后处理时使用。它也适用于为 Three.js ShaderMaterial 接上 uniform。
运行要求
需要支持 WebGL 的浏览器,并通过 importmap 从 CDN 加载 Three.js,无需构建步骤。验证部分提到用 Playwright/Chromium 做无头截图,并提及打包的辅助脚本(scripts/seek-shot.sh、scripts/contact-sheet.sh),但技能本身仅为说明文档。访问 CDN 和安装 Playwright 需要网络。

Shader / GLSL

Write GPU fragment shaders for generative motion, gradients, transitions, and post-processing. Fragment shaders run once per pixel in parallel — the most performant way to do full-screen generative motion.

When to use

  • Animated gradient, noise, plasma, or aurora backgrounds.
  • Image transitions: dissolve, displacement, glitch, ripple, wipe.
  • Distortion, chromatic aberration, generative patterns, SDF shapes.
  • Post-processing passes over a rendered scene.

Fragment shader skeleton

Every fragment shader computes a color for one pixel. Normalize coordinates, aspect-correct, then build color.

glsl
precision highp float;uniform float u_time;uniform vec2  u_resolution;uniform vec2  u_mouse;
void main() {  vec2 uv = gl_FragCoord.xy / u_resolution.xy;     // 0..1  vec2 p  = uv * 2.0 - 1.0;                         // -1..1, centered  p.x *= u_resolution.x / u_resolution.y;           // aspect-correct  vec3 col = 0.5 + 0.5 * cos(u_time + p.xyx + vec3(0.0, 2.0, 4.0));  gl_FragColor = vec4(col, 1.0);}

The cosine-palette line above (Inigo Quilez palettes) is the fastest route to a good-looking animated gradient: a + b*cos(2π*(c*t + d)) with tunable a,b,c,d vec3s.

Core building blocks

smoothstep + mix are the workhorses. smoothstep(e0, e1, x) gives a smooth 0→1 ramp; mix(a, b, t) linearly blends. Antialias an edge by the width of one pixel:

glsl
float px = fwidth(d);                    // screen-space derivativefloat mask = smoothstep(px, -px, d);     // crisp AA edge from SDF distance d

Hash + value noise (no textures needed):

glsl
float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }float noise(vec2 p){  vec2 i = floor(p), f = fract(p);  vec2 u = f * f * (3.0 - 2.0 * f);                // smooth interpolation  return mix(mix(hash(i), hash(i + vec2(1,0)), u.x),             mix(hash(i + vec2(0,1)), hash(i + vec2(1,1)), u.x), u.y);}float fbm(vec2 p){                                  // fractal noise, organic  float v = 0.0, a = 0.5;  for (int i = 0; i < 5; i++){ v += a * noise(p); p *= 2.0; a *= 0.5; }  return v;}

Full value/simplex noise and fbm variants are in references/glsl-cookbook.md.

SDF shapes give resolution-independent crisp geometry. Distance is negative inside, positive outside:

glsl
float sdCircle(vec2 p, float r){ return length(p) - r; }float sdBox(vec2 p, vec2 b){ vec2 d = abs(p) - b; return length(max(d,0.0)) + min(max(d.x,d.y),0.0); }// render: float m = smoothstep(fwidth(d), -fwidth(d), d);

Domain warping for fluid, marbled looks — feed noise into noise:

glsl
vec2 q = vec2(fbm(p), fbm(p + vec2(5.2, 1.3)));float n = fbm(p + 4.0 * q + u_time * 0.1);

Image transitions

Sample two textures and blend per pixel by a progress uniform u_progress (0→1).

Dissolve / noise wipe — reveal by thresholding noise:

glsl
float n = noise(uv * 20.0);float edge = smoothstep(u_progress - 0.05, u_progress, n);gl_FragColor = mix(texture2D(tex0, uv), texture2D(tex1, uv), 1.0 - edge);

Displacement — push UVs using a displacement map before sampling:

glsl
float disp = texture2D(dispTex, uv).r;vec2 d0 = uv + vec2(disp * u_progress * 0.3, 0.0);vec2 d1 = uv - vec2(disp * (1.0 - u_progress) * 0.3, 0.0);gl_FragColor = mix(texture2D(tex0, d0), texture2D(tex1, d1), u_progress);

Glitch — block-shift rows by time, split RGB channels (chromatic aberration):

glsl
float row = floor(uv.y * 20.0);float shift = (hash(vec2(row, floor(u_time * 12.0))) - 0.5) * 0.1 * u_glitch;vec2 g = uv + vec2(shift, 0.0);vec3 c;c.r = texture2D(tex, g + vec2(0.005, 0.0)).r;       // channel offsetc.g = texture2D(tex, g).g;c.b = texture2D(tex, g - vec2(0.005, 0.0)).b;gl_FragColor = vec4(c, 1.0);

Three.js ShaderMaterial wiring

js
import * as THREE from 'three';const uniforms = {  u_time:       { value: 0 },  u_resolution: { value: new THREE.Vector2(innerWidth, innerHeight) },  u_mouse:      { value: new THREE.Vector2(0, 0) },};const material = new THREE.ShaderMaterial({  uniforms,  vertexShader: `void main(){ gl_Position = vec4(position, 1.0); }`,  fragmentShader: FRAG_SRC,            // your GLSL string});// Full-screen triangle/quad: a plane that covers clip space.const mesh = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);const scene = new THREE.Scene(); scene.add(mesh);const camera = new THREE.Camera();   // no projection needed for clip-space quadconst renderer = new THREE.WebGLRenderer();renderer.setSize(innerWidth, innerHeight);renderer.setPixelRatio(Math.min(devicePixelRatio, 2));document.body.appendChild(renderer.domElement);
const clock = new THREE.Clock();renderer.setAnimationLoop(() => {  uniforms.u_time.value = clock.getElapsedTime();  renderer.render(scene, camera);});addEventListener('resize', () => {  renderer.setSize(innerWidth, innerHeight);  uniforms.u_resolution.value.set(innerWidth, innerHeight);});

For a full-screen pass with a plain camera, write the vertex shader to output position directly and skip projection (as above). For shaders applied to real geometry, pass vUv from the vertex shader via varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }.

Mobile / performance

  • Declare precision mediump float; on mobile when highp is not needed; some effects (large coordinates, deep fbm) require highp.
  • Cap pixel ratio: renderer.setPixelRatio(Math.min(devicePixelRatio, 2)). Render to a lower-res target and upscale for heavy shaders.
  • Loops must have constant bounds in GLSL ES — no dynamic loop counts. Keep fbm octaves ≤ 5–6.
  • Avoid if/branches in hot paths; prefer mix/step/smoothstep. Minimize texture2D calls; avoid dependent texture reads where possible.
  • WebGL2/GLSL ES 3.00 enables texelFetch, integer ops, and textureLod; declare #version 300 es and use in/out/fragColor.

Deliver & verify (standalone HTML)

Packaged helper (scripts/): scripts/seek-shot.sh anim.html 0 1.5 3 freezes the ?t=N harness and screenshots each moment; scripts/contact-sheet.sh sheet.png frame-*.png tiles them for one-glance review. See scripts/README.md.

For a self-contained shader (gradient/noise background, transition, generative loop) the deliverable is one HTML file that opens directly in a browser — Three.js from a CDN via an importmap, one full-screen quad, one render loop, no build step. A single file is the right tier for a shader; don't reach for a bundler when one file does the job.

Output contract:

  • One .html: importmap pins three to a CDN; the GLSL string, ShaderMaterial, full-screen quad, and render loop in one inline <script type="module">.
  • The shader is a pure function of uniforms — drive everything from u_time (and u_progress for transitions). All animation flows through one uniform you can pin.
  • Any in-shader randomness already comes from a deterministic hash(uv) — no per-frame seeding needed; just don't feed it wall-clock outside u_time.

Seek/freeze harness — render ONE frame at a fixed time for screenshots. ?t=N sets u_time (and optionally u_progress) to N, renders one frame, and stops the loop — a deterministic still.

html
<script type="module">  // ... uniforms, material, full-screen quad, renderer ...  const t = new URLSearchParams(location.search).get("t");  function frame(time) {    uniforms.u_time.value = time;    uniforms.u_progress && (uniforms.u_progress.value = Math.min(time, 1)); // transitions    renderer.render(scene, camera);  }  if (t !== null) {    frame(parseFloat(t));            // one fixed frame, no loop    window.__ready = true;  } else {    const clock = new THREE.Clock();    renderer.setAnimationLoop(() => frame(clock.getElapsedTime()));  }</script>

Verify loop — render → freeze → screenshot → check: open at three instants — start, mid, end (?t=0, ?t=<mid>, ?t=<end>; for a transition use u_progress 0 / 0.5 / 1) — screenshot each, and check both fidelity (matches the brief) and artifacts: a black/blank canvas = shader compile or parse error (read the console for the GLSL log), banding, NaN blowout (white/garbage pixels from pow/log of negatives), missing texture for transitions (CDN/asset 404). WebGL needs a GPU context; Playwright/Chromium supplies one (swiftshader) headless.

bash
npx playwright screenshot --wait-for-timeout=600 "file://$PWD/shader.html?t=2.0" frame-mid.png

Before you finish:

  1. Canvas renders — not black/blank, no shader-compile or console errors, no CDN 404s.
  2. ?t=N freezes a reproducible frame (same N → same pixels; u_time is the only clock).
  3. Screenshotted at start / mid / end (or progress 0/0.5/1) — matches the brief, no banding/NaN/black.
  4. Disposed and leak-free if embedded in an SPA (material.dispose(), geometry.dispose(), renderer.dispose(), stop the loop).
  5. prefers-reduced-motion honored — freeze u_time or slow the animation where motion is decorative.

Quick reference

GoalPrimitive
Animated gradientcosine palette a + b*cos(...)
Organic texturefbm(uv * scale + time)
Crisp shapeSDF + smoothstep(fwidth(d), -fwidth(d), d)
Fluid / marbledomain warp: noise into noise
Reveal transitionthreshold noise vs u_progress
Glitchrow hash shift + RGB channel offset
AA edgefwidth(d) for screen-space width

Reference files

  • references/glsl-cookbook.md — Full value and simplex noise + fbm implementations, IQ cosine-palette recipes, the complete SDF shape library with boolean ops and rounding, domain warping, all three image transitions (dissolve/displacement/glitch) as complete shaders, Three.js uniform/texture wiring, GLSL ES 3.00 migration, and mobile precision gotchas.

来源与署名

来源:iart-ai/webgl-animation-skills位于skills/shader-glsl提交50697d6

许可证: 无许可证

内容归原作者所有。SourceWeft 从公开仓库中收录这些内容。

举报或申请下架