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name: ck:shader
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description: "Write GLSL fragment shaders for procedural graphics. Topics: shapes (SDF), patterns, noise (Perlin/simplex/cellular), fBm, colors (HSB/RGB), matrices, gradients, animations. Use for generative art, textures, visual effects, WebGL, Three.js shaders."
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argument-hint: "[effect or pattern]"
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metadata:
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author: claudekit
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version: "1.0.0"
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---
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# GLSL Fragment Shaders
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Write GPU-accelerated fragment shaders for procedural graphics, textures, and visual effects.
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## When to Use
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- Creating procedural textures (wood, marble, clouds, terrain)
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- Drawing shapes with distance fields (SDF)
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- Generating patterns, noise, gradients
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- Building visual effects and animations
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- Writing custom shaders for Three.js, WebGL, Processing
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## Core Concepts
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Fragment shaders execute **simultaneously on every pixel**. Each thread:
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- Receives pixel position via `gl_FragCoord`
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- Returns color via `gl_FragColor` (vec4: RGBA 0.0-1.0)
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- Cannot communicate with other threads (stateless)
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## Standard Uniforms
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```glsl
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uniform float u_time; // Elapsed seconds
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uniform vec2 u_resolution; // Canvas size (width, height)
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uniform vec2 u_mouse; // Mouse position in pixels
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```
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Normalize coordinates: `vec2 st = gl_FragCoord.xy / u_resolution;`
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## Essential Functions
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| Function | Purpose | Example |
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|----------|---------|---------|
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| `mix(a,b,t)` | Linear interpolate | `mix(red, blue, 0.5)` |
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| `step(edge,x)` | Hard threshold | `step(0.5, st.x)` |
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| `smoothstep(e0,e1,x)` | Smooth threshold | `smoothstep(0.2, 0.8, st.x)` |
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| `fract(x)` | Fractional part | `fract(st * 3.0)` for tiling |
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| `mod(x,y)` | Modulo | `mod(st.x, 0.25)` |
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| `clamp(x,min,max)` | Constrain value | `clamp(col, 0.0, 1.0)` |
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| `length(v)` | Vector magnitude | `length(st - 0.5)` |
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| `distance(a,b)` | Euclidean distance | `distance(st, center)` |
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| `dot(a,b)` | Dot product | `dot(normal, lightDir)` |
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| `normalize(v)` | Unit vector | `normalize(direction)` |
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| `atan(y,x)` | Angle (radians) | `atan(st.y-0.5, st.x-0.5)` |
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| `sin/cos/pow/abs` | Math | Hardware-accelerated |
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## Quick Patterns
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**Circle:**
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```glsl
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float d = distance(st, vec2(0.5));
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float circle = 1.0 - smoothstep(0.2, 0.21, d);
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```
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**Rectangle:**
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```glsl
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vec2 bl = step(vec2(0.1), st);
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vec2 tr = step(vec2(0.1), 1.0 - st);
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float rect = bl.x * bl.y * tr.x * tr.y;
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```
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**Tiling:**
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```glsl
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st = fract(st * 4.0); // 4x4 grid
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```
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**Animation:**
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```glsl
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float wave = sin(st.x * 10.0 + u_time) * 0.5 + 0.5;
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```
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## References (Progressive Disclosure)
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### Fundamentals
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- `references/glsl-fundamentals-data-types-vectors-precision-coordinates.md`
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- `references/glsl-shaping-functions-step-smoothstep-curves-interpolation.md`
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### Drawing
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- `references/glsl-colors-rgb-hsb-gradients-mixing-color-spaces.md`
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- `references/glsl-shapes-sdf-circles-rectangles-polar-distance-fields.md`
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- `references/glsl-shapes-polygon-star-polar-sdf-combinations.md`
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### Procedural
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- `references/glsl-patterns-tiling-fract-matrices-transformations.md`
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- `references/glsl-pattern-symmetry-truchet-domain-warping.md`
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- `references/glsl-noise-random-perlin-simplex-cellular-voronoi.md`
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- `references/glsl-cellular-voronoi-worley-noise-patterns.md`
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- `references/glsl-fbm-fractional-brownian-motion-turbulence-octaves.md`
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- `references/glsl-procedural-textures-clouds-marble-wood-terrain.md`
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### API Reference
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- `references/glsl-shader-builtin-functions-complete-api-reference.md`
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## Tools
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- **Online Editor:** editor.thebookofshaders.com
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- **glslViewer:** CLI tool for running .frag files
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- **glslCanvas:** HTML embed for live shaders
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- **ShaderToy:** iTime, iResolution, iMouse uniforms
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## External Resources
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- The Book of Shaders: https://thebookofshaders.com
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- LYGIA Library: https://lygia.xyz (reusable shader functions)
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- ShaderToy: https://shadertoy.com
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- Inigo Quilez Articles: https://iquilezles.org/articles/
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