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Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
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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 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.
0..1 texture coordinates;
offset, scale, or distort them, and animate with a time uniform.mix, step, smoothstep, and
clamp over if where possible; GPUs run pixels in lockstep, so a branch
whose condition differs between neighbouring pixels runs both sides. A branch
on a uniform (same for the whole draw) is cheap.glslangValidator path/to/shader.frag with the matching stage suffix;
for WGSL, run naga path/to/shader.wgsl. Check Godot files by
opening the project in Godot, which has no standalone validator for them..gdshaderGLSL fragment snippets for desktop #version 330 (each passes
glslangValidator with that header; close to Godot's canvas_item/spatial
shaders). For GLSL ES 3.00 — WebGL2, three.js ShaderMaterial, PixiJS filters —
add precision highp float; and set uniform defaults from code: ES rejects
uniform float edge = 0.05; with "cannot initialize this type of qualifier"
(Godot's shading language accepts it). See references/effects.md for the HLSL
equivalents and the full outline/fresnel/vignette shaders.
// 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
}
// 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.
// 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;
float cut = amount * (1.0 + edge) - edge; // edge band starts below 0 -> none at amount 0
if (n <= cut) discard; // cut away dissolved pixels (all of them at 1)
float e = smoothstep(cut, cut + edge, n); // 0 at the edge -> 1 inside; keep edge > 0
frag = mix(edge_color, c, e); // HLSL: lerp(edge_color, c, e)
}
// WRONG: thresholding at `amount` directly — at amount 0 every pixel with
// n < edge is still tinted, so the "fully visible" sprite shows glowing specks.
// Rim = 1 where the surface is edge-on to 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.
dot() results drift. normalize() in the fragment stage.step/smoothstep/
mix; reserve if/discard for genuinely cheap early-outs.discard defeats early-Z and can hurt performance on tiled mobile GPUs;
prefer alpha blending where you can.smoothstep edges. The GLSL spec leaves smoothstep(e0, e1, x)
undefined when e0 >= e1, so smoothstep(1.0, 0.5, d) may work on one GPU
and not another. Write 1.0 - smoothstep(0.5, 1.0, d).highp vs mediump matters; large UVs or time values
in low precision shimmer. Use adequate precision for coordinates and time.mix↔lerp, fract↔frac, texture()↔.Sample(),
vec2↔float2, M * v↔mul(M, v), mod↔fmod (different for negatives).
See the reference mapping.ShaderMaterial that renders nothing in three.js under
WebGPURenderer: that renderer only runs node materials (TSL), on its WebGPU
and WebGL 2 backends alike. Keep WebGLRenderer for raw GLSL or port to TSL.references/effects.md — full outline (2D sprite + 3D), vignette, and color
grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes
(Godot canvas_item/spatial, Unity ShaderLab/HLSL, Unreal material nodes).godot-shaders — Godot shading language syntax, built-ins, and screen-reading.unreal-niagara — GPU particle VFX (a different shader use).procedural-gen — the noise that drives dissolve and procedural texturing.---
name: shader-programming
description: >
Write game shaders from cross-engine fundamentals — the vertex→fragment
pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV
scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL
equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex
shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
---
# 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, so a branch
whose condition differs between neighbouring pixels runs both sides. A branch
on a uniform (same for the whole draw) is cheap.
5. **Pass data via uniforms** (constant per draw) and **varyings** (interpolated
vertex→fragment). Keep texture samples few; they dominate cost.
6. **Validate source before visual testing when the tools are already available.** For
GLSL, run `glslangValidator path/to/shader.frag` with the matching stage suffix;
for WGSL, run `naga path/to/shader.wgsl`. Check Godot `.gdshader` files by
opening the project in Godot, which has no standalone validator for them.
7. **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 fragment snippets for desktop `#version 330` (each passes
`glslangValidator` with that header; close to Godot's `canvas_item`/`spatial`
shaders). For GLSL ES 3.00 — WebGL2, three.js `ShaderMaterial`, PixiJS filters —
add `precision highp float;` and set uniform defaults from code: ES rejects
`uniform float edge = 0.05;` with "cannot initialize this type of qualifier"
(Godot's shading language accepts it). 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;
float cut = amount * (1.0 + edge) - edge; // edge band starts below 0 -> none at amount 0
if (n <= cut) discard; // cut away dissolved pixels (all of them at 1)
float e = smoothstep(cut, cut + edge, n); // 0 at the edge -> 1 inside; keep edge > 0
frag = mix(edge_color, c, e); // HLSL: lerp(edge_color, c, e)
}
// WRONG: thresholding at `amount` directly — at amount 0 every pixel with
// n < edge is still tinted, so the "fully visible" sprite shows glowing specks.
```
### 4. Fresnel rim light (3D) — brighten glancing angles
```glsl
// Rim = 1 where the surface is edge-on to 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-left
origin); a texture may appear upside-down. Know your engine's convention.
- **Heavy branching / dynamic loops** stall GPUs. Prefer `step`/`smoothstep`/
`mix`; reserve `if`/`discard` for genuinely cheap early-outs.
- **`discard` defeats early-Z** and can hurt performance on tiled mobile GPUs;
prefer alpha blending where you can.
- **Reversed `smoothstep` edges.** The GLSL spec leaves `smoothstep(e0, e1, x)`
undefined when `e0 >= e1`, so `smoothstep(1.0, 0.5, d)` may work on one GPU
and not another. Write `1.0 - smoothstep(0.5, 1.0, d)`.
- **Precision on mobile**: `highp` vs `mediump` matters; large UVs or time values
in low precision shimmer. Use adequate precision for coordinates and time.
- **Assuming GLSL == HLSL.** `mix`↔`lerp`, `fract`↔`frac`, `texture()`↔`.Sample()`,
`vec2`↔`float2`, `M * v`↔`mul(M, v)`, `mod`↔`fmod` (different for negatives).
See the reference mapping.
- **A GLSL `ShaderMaterial` that renders nothing in three.js** under
`WebGPURenderer`: that renderer only runs node materials (TSL), on its WebGPU
and WebGL 2 backends alike. Keep `WebGLRenderer` for raw GLSL or port to TSL.
## References
- `references/effects.md` — full outline (2D sprite + 3D), vignette, and color
grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes
(Godot `canvas_item`/`spatial`, Unity ShaderLab/HLSL, Unreal material nodes).
## Related skills
- `godot-shaders` — Godot shading language syntax, built-ins, and screen-reading.
- `unreal-niagara` — GPU particle VFX (a different shader use).
- `procedural-gen` — the noise that drives dissolve and procedural texturing.