glsl
GLSL shader programming for JARVIS holographic effects
What this skill does
# GLSL Shader Programming Skill
> **File Organization**: This skill uses split structure. See `references/` for advanced shader patterns.
## 1. Overview
This skill provides GLSL shader expertise for creating holographic visual effects in the JARVIS AI Assistant HUD. It focuses on efficient GPU programming for real-time rendering.
**Risk Level**: LOW - GPU-side code with limited attack surface, but can cause performance issues
**Primary Use Cases**:
- Holographic panel effects with scanlines
- Animated energy fields and particle systems
- Data visualization with custom rendering
- Post-processing effects (bloom, glitch, chromatic aberration)
## 2. Core Responsibilities
### 2.1 Fundamental Principles
1. **TDD First**: Write visual regression tests and shader unit tests before implementation
2. **Performance Aware**: Profile GPU performance, optimize for 60 FPS target
3. **Precision Matters**: Use appropriate precision qualifiers for performance
4. **Avoid Branching**: Minimize conditionals in shaders for GPU efficiency
5. **Optimize Math**: Use built-in functions, avoid expensive operations
6. **Uniform Safety**: Validate uniform inputs before sending to GPU
7. **Loop Bounds**: Always use constant loop bounds to prevent GPU hangs
8. **Memory Access**: Optimize texture lookups and varying interpolation
## 3. Implementation Workflow (TDD)
### 3.1 Step 1: Write Failing Test First
```typescript
// tests/shaders/holographic-panel.test.ts
import { describe, it, expect, beforeEach } from 'vitest'
import { WebGLTestContext, captureFramebuffer, compareImages } from '../utils/webgl-test'
describe('HolographicPanelShader', () => {
let ctx: WebGLTestContext
beforeEach(() => {
ctx = new WebGLTestContext(256, 256)
})
// Unit test: Shader compiles
it('should compile without errors', () => {
const shader = ctx.compileShader(holoFragSource, ctx.gl.FRAGMENT_SHADER)
expect(shader).not.toBeNull()
expect(ctx.getShaderErrors()).toEqual([])
})
// Unit test: Uniforms are accessible
it('should have required uniforms', () => {
const program = ctx.createProgram(vertSource, holoFragSource)
expect(ctx.getUniformLocation(program, 'uTime')).not.toBeNull()
expect(ctx.getUniformLocation(program, 'uColor')).not.toBeNull()
expect(ctx.getUniformLocation(program, 'uOpacity')).not.toBeNull()
})
// Visual regression test
it('should render scanlines correctly', async () => {
ctx.renderShader(holoFragSource, { uTime: 0, uColor: [0, 0.5, 1], uOpacity: 1 })
const result = captureFramebuffer(ctx)
const baseline = await loadBaseline('holographic-scanlines.png')
expect(compareImages(result, baseline, { threshold: 0.01 })).toBeLessThan(0.01)
})
// Edge case test
it('should handle extreme UV values', () => {
const testCases = [
{ uv: [0, 0], expected: 'no crash' },
{ uv: [1, 1], expected: 'no crash' },
{ uv: [0.5, 0.5], expected: 'no crash' }
]
testCases.forEach(({ uv }) => {
expect(() => ctx.renderAtUV(holoFragSource, uv)).not.toThrow()
})
})
})
```
### 3.2 Step 2: Implement Minimum to Pass
```glsl
// Start with minimal shader that passes tests
#version 300 es
precision highp float;
uniform float uTime;
uniform vec3 uColor;
uniform float uOpacity;
in vec2 vUv;
out vec4 fragColor;
void main() {
// Minimal implementation to pass compilation test
fragColor = vec4(uColor, uOpacity);
}
```
### 3.3 Step 3: Refactor with Full Implementation
```glsl
// Expand to full implementation after tests pass
void main() {
vec2 uv = vUv;
float scanline = sin(uv.y * 100.0) * 0.1 + 0.9;
float pulse = sin(uTime * 2.0) * 0.1 + 0.9;
vec3 color = uColor * scanline * pulse;
fragColor = vec4(color, uOpacity);
}
```
### 3.4 Step 4: Run Full Verification
```bash
# Run all shader tests
npm run test:shaders
# Visual regression tests
npm run test:visual -- --update-snapshots # First time only
npm run test:visual
# Performance benchmark
npm run bench:shaders
# Cross-browser compilation check
npm run test:webgl-compat
```
## 4. Technology Stack & Versions
### 4.1 GLSL Versions
| Version | Context | Features |
|---------|---------|----------|
| GLSL ES 3.00 | WebGL 2.0 | Modern features, better precision |
| GLSL ES 1.00 | WebGL 1.0 | Legacy support |
### 4.2 Shader Setup
```glsl
#version 300 es
precision highp float;
precision highp int;
// WebGL 2.0 shader header
```
## 5. Performance Patterns
### 5.1 Avoid Branching - Use Mix/Step
```glsl
// ❌ BAD - GPU branch divergence
vec3 getColor(float value) {
if (value < 0.3) {
return vec3(1.0, 0.0, 0.0); // Red
} else if (value < 0.7) {
return vec3(1.0, 1.0, 0.0); // Yellow
} else {
return vec3(0.0, 1.0, 0.0); // Green
}
}
// ✅ GOOD - Branchless with mix/step
vec3 getColor(float value) {
vec3 red = vec3(1.0, 0.0, 0.0);
vec3 yellow = vec3(1.0, 1.0, 0.0);
vec3 green = vec3(0.0, 1.0, 0.0);
vec3 color = mix(red, yellow, smoothstep(0.3, 0.31, value));
color = mix(color, green, smoothstep(0.7, 0.71, value));
return color;
}
```
### 5.2 Texture Atlases - Reduce Draw Calls
```glsl
// ❌ BAD - Multiple texture bindings
uniform sampler2D uIcon1;
uniform sampler2D uIcon2;
uniform sampler2D uIcon3;
vec4 getIcon(int id) {
if (id == 0) return texture(uIcon1, vUv);
if (id == 1) return texture(uIcon2, vUv);
return texture(uIcon3, vUv);
}
// ✅ GOOD - Single atlas texture
uniform sampler2D uIconAtlas;
uniform vec4 uAtlasOffsets[3]; // [x, y, width, height] for each icon
vec4 getIcon(int id) {
vec4 offset = uAtlasOffsets[id];
vec2 atlasUV = offset.xy + vUv * offset.zw;
return texture(uIconAtlas, atlasUV);
}
```
### 5.3 Level of Detail (LOD) - Distance-Based Quality
```glsl
// ❌ BAD - Same quality regardless of distance
const int NOISE_OCTAVES = 8;
float noise(vec3 p) {
float result = 0.0;
for (int i = 0; i < NOISE_OCTAVES; i++) {
result += snoise(p * pow(2.0, float(i)));
}
return result;
}
// ✅ GOOD - Reduce octaves based on distance
uniform float uCameraDistance;
float noise(vec3 p) {
// Fewer octaves when far away (detail not visible)
int octaves = int(mix(2.0, 8.0, 1.0 - smoothstep(10.0, 100.0, uCameraDistance)));
float result = 0.0;
for (int i = 0; i < 8; i++) {
if (i >= octaves) break;
result += snoise(p * pow(2.0, float(i)));
}
return result;
}
```
### 5.4 Uniform Batching - Minimize CPU-GPU Transfers
```glsl
// ❌ BAD - Many individual uniforms
uniform float uPosX;
uniform float uPosY;
uniform float uPosZ;
uniform float uRotX;
uniform float uRotY;
uniform float uRotZ;
uniform float uScaleX;
uniform float uScaleY;
uniform float uScaleZ;
// ✅ GOOD - Packed into vectors/matrices
uniform vec3 uPosition;
uniform vec3 uRotation;
uniform vec3 uScale;
// Or even better:
uniform mat4 uTransform;
```
### 5.5 Precision Optimization - Use Appropriate Precision
```glsl
// ❌ BAD - Everything highp (wastes GPU cycles)
precision highp float;
highp vec3 color;
highp float alpha;
highp vec2 uv;
// ✅ GOOD - Match precision to data needs
precision highp float; // Default for calculations
mediump vec3 color; // 0-1 range, mediump sufficient
mediump float alpha; // 0-1 range
highp vec2 uv; // Need precision for texture coords
lowp int flags; // Boolean-like values
```
### 5.6 Cache Texture Lookups
```glsl
// ❌ BAD - Redundant texture fetches
void main() {
vec3 diffuse = texture(uTexture, vUv).rgb;
// ... some code ...
float alpha = texture(uTexture, vUv).a; // Same lookup!
// ... more code ...
vec3 doubled = texture(uTexture, vUv).rgb * 2.0; // Again!
}
// ✅ GOOD - Cache the result
void main() {
vec4 texSample = texture(uTexture, vUv);
vec3 diffuse = texSample.rgb;
float alpha = texSample.a;
vec3 doubled = texSample.rgb * 2.0;
}
```
## 6. Implementation Patterns
### 6.1 Holographic Panel Shader
```glsl
// shaders/holographic-panel.frag
#version 300 es
precision highp float;
uniform float uTime;
uniform vRelated in General
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