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GLSL shader programming for JARVIS holographic effects

General

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 v

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