In the Skill's Own Terms
A single GLSL skill bundling 36 ShaderToy-compatible shader techniques for real-time visual effects: SDF geometry, ray marching and lighting, fluid, particle and physics simulation, natural phenomena (ocean, terrain, atmosphere, volumetric), procedural generation, post-processing, audio, and WebGL2 debugging.
A routing table maps each request to technique files under techniques/ holding core principles, implementation steps and complete code templates, with deeper math in reference/. It then applies WebGL2 adaptation rules when producing standalone HTML pages — gl_FragCoord.xy instead of fragCoord, a void main() wrapper for mainImage, const in place of function-call macros — inside a fixed performance budget, with quick recipes and visual debugging swaps.
What it produces
- ShaderToy-compatible GLSL for one of 36 effect techniques, usable as the basis of a real-time visual.
- A standalone HTML page whose canvas fills the viewport, resizes with the window, sits on a black background with no scrollbars, and exposes ShaderToy-compatible uniforms iTime, iResolution, iMouse and iFrame.
- Multi-pass effects built on WebGL2 framebuffers with ping-pong buffers for Buffer A/B style state.
- A finished post chain such as ACES tone mapping combined with 2x SSAA and vignette for photorealistic scenes.
How It Works
- 01Route the Request to a Technique
The agent matches the user's wording against the technique routing table to pick one primary technique plus combinable ones, rather than reading all 36 files.
- 02Read the Technique File
Each file under techniques/ is self-contained, supplying principles, ordered implementation steps and a full code template for the effect.
- 03Escalate to Reference/ for Math
When derivations or advanced patterns are needed, the agent follows the link at the end of the technique file into the matching reference/ guide.
- 04Port ShaderToy Output to WebGL2
For standalone HTML deliverables the WebGL2 adaptation rules are applied on top of the ShaderToy-style code before the page is written.
- 05Assemble Recipes into a Pipeline
Quick recipes chain modules — geometry, rendering, lighting, atmosphere, post — into a complete pipeline instead of a single effect.
- 06Debug by Swapping the Output
Output is temporarily replaced with normals, step counts, depth or SDF bands to pinpoint a fault before restoring the real color.