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shadertoy

bfollington/terma

GLSL fragment shader development for Shadertoy and WebGL procedural graphics.

What is shadertoy?

This skill provides comprehensive guidance for writing GLSL ES shaders on Shadertoy, including syntax reference, built-in variables, common patterns like ray marching and procedural color palettes, and best practices for real-time graphics. Use it when creating or debugging fragment shaders, procedural art, or visual effects for the web.

  • Access Shadertoy built-in inputs (iTime, iResolution, iMouse, iChannel textures)
  • Implement ray marching and distance field rendering for 3D effects
  • Use procedural color palettes, hash functions, and noise patterns
  • Apply domain repetition, folding, and rotation transformations
  • Build multi-pass shaders with buffer feedback and temporal blending
  • Optimize shader performance and apply post-processing (vignette, dither, gamma)

How to install shadertoy

npx skills add https://github.com/bfollington/terma --skill shadertoy
Claude Code
Cursor
Windsurf
Cline

How to use shadertoy

  1. 1.Set up your coordinate system using aspect-corrected UV normalization
  2. 2.Implement the mainImage(out vec4 fragColor, in vec2 fragCoord) entry point
  3. 3.Use Shadertoy built-in variables (iTime for animation, iMouse for interaction, iResolution for viewport)
  4. 4.Choose your core effect pattern (ray marching, procedural texture, or mathematical visualization)
  5. 5.Apply a color palette using cosine palette or custom color scheme
  6. 6.Add post-processing effects like vignette or dither to enhance the result
  7. 7.Test and optimize by reducing iterations and minimizing branches

Use cases

Good for
  • Creating animated procedural art and generative graphics on Shadertoy
  • Implementing ray-marched 3D scenes with distance fields and lighting
  • Building visual effects with time-based animation and mouse interaction
  • Developing fractal and domain-folding effects with repetition patterns
  • Debugging GLSL ES compilation errors and performance issues
Who it's for
  • Graphics programmers and shader developers
  • Generative artists and creative coders
  • Game developers working with WebGL
  • Visual effects artists
  • Anyone creating procedural graphics for the web

shadertoy FAQ

What is the main entry point for a Shadertoy shader?

Every Shadertoy shader implements void mainImage(out vec4 fragColor, in vec2 fragCoord), where fragCoord contains pixel coordinates and fragColor receives the output RGBA color.

How do I animate effects over time?

Use the iTime variable, which contains the current time in seconds. Combine it with trigonometric functions (sin, cos) or modulo operations to create looping animations.

What are the critical GLSL ES rules to avoid compilation errors?

Never use f suffix (write 1.0 not 1.0f), avoid saturate() and use clamp instead, protect pow/sqrt with max/abs, check for division by zero, initialize variables, and avoid name conflicts between functions and variables.

How do I implement ray marching for 3D rendering?

Define a distance field function map(vec3 p), set up camera rays with origin ro and direction rd, loop stepping along the ray by the distance returned from map(), and calculate normals using the tetrahedron method for lighting.

How can I create smooth color gradients?

Use Inigo Quilez's cosine palette function: a + b * cos(6.28318 * (c * t + d)), where a, b, c, d are vec3 parameters controlling base color, amplitude, frequency, and phase.

Full instructions (SKILL.md)

Source of truth, from bfollington/terma.


name: shadertoy description: This skill should be used when working with Shadertoy shaders, GLSL fragment shaders, or creating procedural graphics for the web. Use when writing .glsl files, implementing visual effects, creating generative art, or working with WebGL shader code. This skill provides GLSL ES syntax reference, common shader patterns, and Shadertoy-specific conventions.

Shadertoy Shader Development

Overview

Shadertoy is a platform for creating and sharing GLSL fragment shaders that run in the browser using WebGL. This skill provides comprehensive guidance for writing shaders including GLSL ES syntax, common patterns, mathematical techniques, and best practices specific to real-time procedural graphics.

When to Use This Skill

Activate this skill when:

  • Writing or editing .glsl shader files
  • Creating procedural graphics, generative art, or visual effects
  • Working with Shadertoy.com projects or WebGL fragment shaders
  • Implementing ray marching, distance fields, or procedural textures
  • Debugging shader code or optimizing shader performance
  • Need GLSL ES syntax reference or Shadertoy input variables

Core Concepts

Shader Entry Point

Every Shadertoy shader implements the mainImage function:

void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
    // fragCoord: pixel coordinates (0 to iResolution.xy)
    // fragColor: output color (RGBA, typically alpha = 1.0)

    vec2 uv = fragCoord / iResolution.xy;
    fragColor = vec4(uv, 0.0, 1.0);
}

Shadertoy Built-in Inputs

Always available in shaders:

TypeNameDescription
vec3iResolutionViewport resolution (x, y, aspect ratio)
floatiTimeCurrent time in seconds (primary animation driver)
floatiTimeDeltaTime to render one frame
intiFrameCurrent frame number
vec4iMouseMouse: xy = current position, zw = click position
sampler2DiChannel0-iChannel3Input textures/buffers
vec3iChannelResolution[4]Resolution of each input channel
vec4iDateYear, month, day, time in seconds (.xyzw)

Coordinate System Setup

Standard patterns for normalizing coordinates:

// Aspect-corrected UV centered at origin (-1 to 1, aspect-preserved)
vec2 uv = (fragCoord.xy - 0.5 * iResolution.xy) / min(iResolution.y, iResolution.x);

// Alternative compact form:
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);

// Simple normalized (0 to 1)
vec2 uv = fragCoord / iResolution.xy;

Common Shader Patterns

1. Procedural Color Palettes

Use Inigo Quilez's cosine palette for smooth color gradients:

vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
    return a + b * cos(6.28318 * (c * t + d));
}

// Example usage:
vec3 col = palette(
    t,
    vec3(0.5, 0.5, 0.5),    // base
    vec3(0.5, 0.5, 0.5),    // amplitude
    vec3(1.0, 1.0, 0.5),    // frequency
    vec3(0.8, 0.90, 0.30)   // phase
);

2. Hash Functions (Pseudo-Random)

Simple 2D hash for noise and randomness:

float hash21(vec2 p) {
    p = fract(p * vec2(234.34, 435.345));
    p += dot(p, p + 34.23);
    return fract(p.x * p.y);
}

3. Ray Marching

Standard pattern for 3D rendering via sphere tracing:

// Distance field function
float map(vec3 p) {
    return length(p) - 1.0;  // Sphere at origin, radius 1
}

// Normal calculation
vec3 calcNormal(vec3 p) {
    vec2 e = vec2(0.001, 0.0);
    return normalize(vec3(
        map(p + e.xyy) - map(p - e.xyy),
        map(p + e.yxy) - map(p - e.yxy),
        map(p + e.yyx) - map(p - e.yyx)
    ));
}

// Ray marching loop
vec3 render(vec3 ro, vec3 rd) {
    float t = 0.0;
    for (int i = 0; i < 100; i++) {
        vec3 p = ro + rd * t;
        float d = map(p);
        if (d < 0.001) {
            // Hit - calculate lighting
            vec3 n = calcNormal(p);
            return n * 0.5 + 0.5;  // Normal visualization
        }
        if (t > 10.0) break;
        t += d * 0.5;  // Step (0.5 factor for safety)
    }
    return vec3(0.0);  // Miss
}

4. Rotations

2D rotation:

mat2 rot2d(float a) {
    float c = cos(a), s = sin(a);
    return mat2(c, -s, s, c);
}
// Usage: p.xy *= rot2d(iTime);

3D axis-angle rotation (modifies in-place):

void rot(inout vec3 p, vec3 axis, float angle) {
    axis = normalize(axis);
    float s = sin(angle), c = cos(angle), oc = 1.0 - c;
    mat3 m = mat3(
        oc * axis.x * axis.x + c,           oc * axis.x * axis.y - axis.z * s,  oc * axis.z * axis.x + axis.y * s,
        oc * axis.x * axis.y + axis.z * s,  oc * axis.y * axis.y + c,           oc * axis.y * axis.z - axis.x * s,
        oc * axis.z * axis.x - axis.y * s,  oc * axis.y * axis.z + axis.x * s,  oc * axis.z * axis.z + c
    );
    p = m * p;
}

5. Domain Repetition and Folding

Create fractal-like structures:

vec3 foldRotate(vec3 p, float timeOffset) {
    for (int i = 0; i < 5; i++) {
        p = abs(p);  // Mirror fold
        rot(p, vec3(0.707, 0.707, 0.0), 0.785);
        p -= 0.5;    // Translate
    }
    return p;
}

6. Post-Processing

Vignette:

float vignette(vec2 uv) {
    uv *= 1.0 - uv.yx;
    return pow(uv.x * uv.y * 15.0, 0.25);
}

Film grain/dithering (reduces banding):

float dither = hash21(fragCoord + iTime) * 0.001;
finalCol += dither;

Gamma correction:

finalCol = pow(finalCol, vec3(0.45));  // ~1/2.2

Multi-Pass Rendering

For complex effects requiring temporal feedback or multiple rendering stages:

Buffer A (Computation):

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord / iResolution.xy;
    // Generate or compute values
    fragColor = vec4(computedColor, 1.0);
}

Buffer B (Feedback/Blending):

#define BUFFER_A iChannel0
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord / iResolution.xy;
    vec4 current = texture(BUFFER_A, uv);
    vec4 previous = texture(iChannel1, uv);  // Self-reference
    fragColor = mix(previous, current, 0.1);  // Temporal blend
}

Main (Final Output):

#define BUFFER_B iChannel1
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord / iResolution.xy;
    fragColor = texture(BUFFER_B, uv);
}

Critical GLSL ES Rules

ALWAYS follow these rules to avoid compilation errors:

  1. NO f suffix: Use 1.0 NOT 1.0f
  2. NO saturate(): Use clamp(x, 0.0, 1.0) instead
  3. Protect pow/sqrt: Wrap arguments: pow(max(x, 0.0), p), sqrt(abs(x))
  4. Avoid division by zero: Check denominators or add epsilon
  5. Initialize variables: Don't assume default values
  6. Avoid name conflicts: Don't name functions like variables
  7. NO interactive commands: Avoid find, grep - use Glob/Grep tools instead

Workflow Guide

Creating a New Shader

  1. Set up coordinate system - Choose appropriate UV normalization
  2. Define core effect - Implement main visual algorithm
  3. Add animation - Use iTime for temporal variation
  4. Apply color palette - Use cosine palette or custom scheme
  5. Add post-processing - Vignette, dither, gamma correction
  6. Optimize - Reduce iterations, use early exits, minimize branches

Common Tasks

Visualizing complex numbers:

  • Use the complex math functions in references/common-patterns.md
  • Plot with cx_log(), cx_pow(), or polynomial evaluation
  • Map complex results to color via palette

Ray marching 3D scenes:

  • Define distance field in map() function
  • Set up camera (ray origin ro, ray direction rd)
  • March using standard loop pattern
  • Calculate normals with tetrahedron method
  • Apply lighting and material properties

Creating noise/organic effects:

  • Use hash21() for random values
  • Implement fbm() (fractional Brownian motion) for natural variation
  • Combine with sin()/cos() for structured patterns
  • Apply domain warping for organic distortion

Multi-layer composition:

  • Render multiple passes with different parameters
  • Blend layers using mix() or custom blend modes
  • Add interference patterns by comparing layer differences
  • Use smoothstep() for soft transitions

Debugging Strategies

Visualize intermediate values:

fragColor = vec4(vec3(distanceField), 1.0);  // Show distance
fragColor = vec4(normal * 0.5 + 0.5, 1.0);   // Show normals
fragColor = vec4(fract(uv), 0.0, 1.0);       // Show UV tiling

Simplify progressively:

  • Comment out post-processing
  • Reduce iteration counts
  • Replace complex functions with simple placeholders
  • Check coordinate transformations step-by-step

Check for NaN/Inf:

  • Add guards: if (isnan(value) || isinf(value)) return vec3(1.0, 0.0, 0.0);
  • Validate divisions and roots

Performance Optimization

  1. Fixed iteration counts - Avoid dynamic loops
  2. Early exit conditions - Break when threshold met
  3. Step multiplier tuning - Balance quality vs speed (0.5 to 1.0)
  4. Minimize texture reads - Cache repeated lookups
  5. Avoid conditionals - Use mix(), step(), smoothstep() instead of if
  6. Reduce precision - Use mediump or lowp where appropriate (mobile)

Naming Conventions

Based on observed patterns in creative work:

  • Poetic/evocative names - "alien-water", "heavenly-wisp", "comprehension"
  • Technical descriptors - "complex-plot", "noise-circuits", "ray-marching-demo"
  • Compound phrases - "coming-apart-at-the-seams", "form-without-form"
  • Lowercase with hyphens - my-shader-name.glsl

Attribution and Forking

When forking or remixing shaders:

// Fork of "Original Name" by AuthorName. https://shadertoy.com/view/XxXxXx
// Date: YYYY-MM-DD
// License: Creative Commons (CC BY-NC-SA 4.0) [or other]

Resources

references/glsl-reference.md

Complete GLSL ES syntax reference including:

  • Built-in functions (trig, math, vectors, matrices, textures)
  • Shadertoy input variables specification
  • Type conversions and swizzling
  • Common pitfalls and corrections

Search with: Read /references/glsl-reference.md for complete language reference.

references/common-patterns.md

Comprehensive pattern library including:

  • Complex number mathematics (cx_mul, cx_div, cx_sin, cx_cos, cx_log, cx_pow)
  • Color palette functions (cosine palette, multi-layer palettes)
  • Hash functions (hash21, PCG hash)
  • Ray marching templates (render loop, normal calculation)
  • 3D transformations (rotations, domain folding)
  • Distance fields (sphere, box, octahedron)
  • Noise functions (simplex, FBM)
  • Post-processing (vignette, blur, film grain, gamma)
  • Blend modes (soft light, hard light, vivid light)
  • Multi-pass rendering patterns

Search with: Grep "pattern" references/common-patterns.md for specific techniques.

references/example-compact-shader.glsl

Reference implementation showing:

  • Compact, algorithmic shader coding style
  • Efficient ray marching in minimal code
  • Advanced matrix operations and transformations
  • Creative Commons licensed example

Quick Reference

#define PI 3.1415926535897932384626433832795

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    // 1. Normalize coordinates
    vec2 uv = (fragCoord * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);

    // 2. Compute effect
    float d = length(uv) - 0.5;  // Circle distance field
    vec3 col = vec3(smoothstep(0.01, 0.0, d));  // Sharp edge

    // 3. Animate with time
    col *= 0.5 + 0.5 * sin(iTime + uv.xyx * 3.0);

    // 4. Apply palette
    col = palette(col.x, vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.0));

    // 5. Post-process
    col = pow(col, vec3(0.45));  // Gamma
    col *= vignette(fragCoord / iResolution.xy);

    // 6. Output
    fragColor = vec4(col, 1.0);
}

Common Shader Types in Collection

  1. Mathematical Visualizations - Complex number plots, function graphs
  2. Ray Marched 3D - Distance field rendering, folded geometries
  3. Procedural Textures - Noise-based patterns, organic effects
  4. Multi-Pass Effects - Temporal feedback, buffer composition
  5. Particle Systems - Point-based simulations
  6. 2D Patterns - Geometric, kaleidoscopic, interference effects

Tips for Creative Coding

  • Start simple - Get basic structure working, then iterate
  • Use time creatively - sin(iTime), mod(iTime, period), smoothstep() transitions
  • Layer effects - Combine multiple techniques for richness
  • Embrace accidents - Bugs often lead to interesting visuals
  • Study references - Learn from existing shaders, understand techniques
  • Optimize later - Prioritize visual quality first, then performance