From bbeierle12-skill-mcp-claude
Decision framework for GLSL shader projects. Routes to specialized shader skills (fundamentals, noise, SDF, effects) based on task requirements. Use when starting a shader project or needing guidance on which shader techniques to combine.
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin bbeierle12-skill-mcp-claudeThis skill uses the workspace's default tool permissions.
Routes to 4 specialized GLSL shader skills based on task requirements.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Routes to 4 specialized GLSL shader skills based on task requirements.
| Task Type | Skill | Primary Signal Words |
|---|---|---|
| Writing shaders | shader-fundamentals | GLSL, vertex, fragment, uniform, varying, coordinate |
| Organic patterns | shader-noise | noise, procedural, terrain, clouds, turbulence, organic |
| Task Type | Skill | Primary Signal Words |
|---|---|---|
| Shapes/geometry | shader-sdf | shape, circle, box, boolean, union, morph, raymarch |
| Visual polish | shader-effects | glow, bloom, chromatic, distortion, vignette, glitch |
When multiple signals present, resolve by priority:
shader-noiseshader-noiseshader-sdfshader-effectsshader-fundamentalsshader-fundamentals as baseshader-fundamentals → Vertex/fragment setup, uniforms
shader-noise → Noise functions, FBM
Wiring: Fundamentals provides shader structure, noise generates patterns.
shader-fundamentals → Shader setup, UV handling
shader-sdf → Shape definition, boolean ops
shader-effects → Glow, outline, anti-aliasing
Wiring: SDF defines shape, effects add visual polish.
shader-fundamentals → Vertex displacement, lighting
shader-noise → Height generation, detail layers
Wiring: Noise generates heightmap, fundamentals handles displacement and shading.
shader-fundamentals → Fresnel, scanlines base
shader-noise → Animated distortion
shader-effects → Chromatic aberration, glitch, glow
Wiring: Layer multiple effects for complex visual style.
shader-fundamentals → Animation timing, UV manipulation
shader-sdf → Shape primitives, morphing
shader-effects → Glow, dissolve, outline
Wiring: SDF creates shapes, effects add transitions.
shader-fundamentals → Ray setup, lighting math
shader-sdf → 3D primitives, scene composition
shader-noise → Surface detail, displacement
Wiring: SDF defines geometry, noise adds organic detail.
| Visual Goal | Organic? | Shapes? | Effects? | Route To |
|---|---|---|---|---|
| Clouds | Yes | No | Maybe | fundamentals + noise |
| Logo | No | Yes | Yes | fundamentals + sdf + effects |
| Terrain | Yes | No | No | fundamentals + noise |
| Fire/smoke | Yes | No | Yes | fundamentals + noise + effects |
| UI element | No | Yes | Yes | fundamentals + sdf + effects |
| Abstract art | Yes | Maybe | Yes | all skills |
| 3D raymarch | Maybe | Yes | Maybe | fundamentals + sdf + (noise) |
shader-fundamentals (foundation)
├── shader-noise (extends fundamentals)
├── shader-sdf (extends fundamentals)
└── shader-effects (extends fundamentals)
shader-fundamentalsshader-noise and shader-sdf are often independentshader-effects typically applied last| Want This | Use This |
|---|---|
| Natural/organic look | Noise (FBM, turbulence) |
| Geometric shapes | SDF primitives |
| Smooth morphing | SDF smooth operations |
| Infinite patterns | SDF repetition |
| Terrain height | Noise + vertex displacement |
| Water/caustics | Noise + Worley |
| Glow/bloom | Effects (glow functions) |
| Retro/CRT look | Effects (scanlines, grain) |
| Transitions | SDF dissolve or Effects dissolve |
| Outlines | SDF or Effects (both have methods) |
shader-fundamentalsshader-noise optimization tipsUser Request
│
▼
┌─────────────────────┐
│ Writing shaders? │──Yes──▶ shader-fundamentals (always)
└─────────────────────┘
│
▼
┌─────────────────────┐
│ Organic/natural? │──Yes──▶ + shader-noise
└─────────────────────┘
│
▼
┌─────────────────────┐
│ Geometric shapes? │──Yes──▶ + shader-sdf
└─────────────────────┘
│
▼
┌─────────────────────┐
│ Visual polish? │──Yes──▶ + shader-effects
└─────────────────────┘
See individual skill files for detailed patterns:
/mnt/skills/user/shader-fundamentals/SKILL.md/mnt/skills/user/shader-noise/SKILL.md/mnt/skills/user/shader-sdf/SKILL.md/mnt/skills/user/shader-effects/SKILL.md