shader-effects
Visual shader effects—glow/bloom, chromatic aberration, distortion, vignette, film grain, scanlines, glitch, dissolve, outline, and fresnel. Use when adding visual polish, post-processing effects, or stylized rendering to shaders.
What this skill does
# Shader Effects
Visual effects that add polish, style, and atmosphere to shader output.
## Quick Start
```glsl
// Combine multiple effects
vec3 color = baseColor;
color = applyVignette(color, uv, 0.5);
color = applyGrain(color, uv, uTime, 0.1);
color = applyChromaticAberration(color, uv, 0.005);
```
## Glow / Bloom
### Simple Glow
```glsl
// Distance-based glow
float glow(float d, float radius, float intensity) {
return pow(radius / max(d, 0.001), intensity);
}
// Usage
float d = sdCircle(uv, 0.2);
vec3 color = vec3(glow(d, 0.1, 2.0)) * glowColor;
```
### Bloom (Multi-sample)
```glsl
// Sample in cross pattern for cheap bloom
vec3 bloom(sampler2D tex, vec2 uv, float radius) {
vec3 color = vec3(0.0);
float total = 0.0;
for (float x = -4.0; x <= 4.0; x += 1.0) {
for (float y = -4.0; y <= 4.0; y += 1.0) {
float weight = 1.0 / (1.0 + length(vec2(x, y)));
color += texture2D(tex, uv + vec2(x, y) * radius).rgb * weight;
total += weight;
}
}
return color / total;
}
```
### Gaussian Blur (Separable)
```glsl
// Horizontal pass
vec3 blurH(sampler2D tex, vec2 uv, float radius) {
vec3 color = vec3(0.0);
float weights[5] = float[](0.227, 0.194, 0.121, 0.054, 0.016);
color += texture2D(tex, uv).rgb * weights[0];
for (int i = 1; i < 5; i++) {
vec2 offset = vec2(float(i) * radius, 0.0);
color += texture2D(tex, uv + offset).rgb * weights[i];
color += texture2D(tex, uv - offset).rgb * weights[i];
}
return color;
}
// Vertical pass (same, swap x/y)
```
## Chromatic Aberration
```glsl
vec3 chromaticAberration(sampler2D tex, vec2 uv, float amount) {
vec2 dir = uv - 0.5;
vec2 offset = dir * amount;
vec3 color;
color.r = texture2D(tex, uv + offset).r;
color.g = texture2D(tex, uv).g;
color.b = texture2D(tex, uv - offset).b;
return color;
}
// Radial chromatic aberration (stronger at edges)
vec3 radialCA(sampler2D tex, vec2 uv, float amount) {
vec2 dir = uv - 0.5;
float dist = length(dir);
vec2 offset = dir * amount * dist;
vec3 color;
color.r = texture2D(tex, uv + offset).r;
color.g = texture2D(tex, uv).g;
color.b = texture2D(tex, uv - offset).b;
return color;
}
```
## Distortion
### Wave Distortion
```glsl
vec2 waveDistort(vec2 uv, float time, float freq, float amp) {
uv.x += sin(uv.y * freq + time) * amp;
uv.y += cos(uv.x * freq + time) * amp;
return uv;
}
```
### Barrel/Pincushion Distortion
```glsl
vec2 barrelDistort(vec2 uv, float amount) {
vec2 centered = uv - 0.5;
float r2 = dot(centered, centered);
vec2 distorted = centered * (1.0 + amount * r2);
return distorted + 0.5;
}
```
### Heat Haze
```glsl
vec2 heatHaze(vec2 uv, float time, float intensity) {
float noise = snoise(vec3(uv * 10.0, time));
return uv + vec2(noise) * intensity;
}
```
### Ripple
```glsl
vec2 ripple(vec2 uv, vec2 center, float time, float freq, float amp) {
vec2 dir = uv - center;
float dist = length(dir);
float wave = sin(dist * freq - time) * amp;
return uv + normalize(dir) * wave;
}
```
## Vignette
```glsl
vec3 vignette(vec3 color, vec2 uv, float intensity, float smoothness) {
vec2 centered = uv - 0.5;
float dist = length(centered);
float vig = smoothstep(0.5, 0.5 - smoothness, dist * intensity);
return color * vig;
}
// Colored vignette
vec3 coloredVignette(vec3 color, vec2 uv, vec3 vigColor, float intensity) {
vec2 centered = uv - 0.5;
float dist = length(centered);
float vig = smoothstep(0.0, 0.5, dist * intensity);
return mix(color, vigColor, vig);
}
```
## Film Grain
```glsl
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
vec3 filmGrain(vec3 color, vec2 uv, float time, float intensity) {
float grain = random(uv + fract(time)) * 2.0 - 1.0;
return color + grain * intensity;
}
// Animated grain (smoother)
vec3 animatedGrain(vec3 color, vec2 uv, float time, float intensity) {
float x = (uv.x + 4.0) * (uv.y + 4.0) * (time * 10.0);
float grain = mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005;
return color + grain * intensity * 50.0;
}
```
## Scanlines
```glsl
vec3 scanlines(vec3 color, vec2 uv, float count, float intensity) {
float scanline = sin(uv.y * count * 3.14159) * 0.5 + 0.5;
return color * (1.0 - intensity + scanline * intensity);
}
// CRT-style scanlines
vec3 crtScanlines(vec3 color, vec2 fragCoord, float intensity) {
float scanline = sin(fragCoord.y * 0.7) * 0.1 * intensity;
float flicker = sin(uTime * 10.0) * 0.01 * intensity;
return color * (1.0 - scanline - flicker);
}
```
## Glitch
```glsl
vec3 glitch(sampler2D tex, vec2 uv, float time, float intensity) {
// Random block offset
float blockTime = floor(time * 20.0);
float blockRand = random(vec2(blockTime, 0.0));
if (blockRand > 0.9) {
// Horizontal shift
float shift = (random(vec2(uv.y, blockTime)) - 0.5) * intensity;
uv.x += shift;
}
// Color channel split
vec3 color;
color.r = texture2D(tex, uv + vec2(intensity * 0.01, 0.0)).r;
color.g = texture2D(tex, uv).g;
color.b = texture2D(tex, uv - vec2(intensity * 0.01, 0.0)).b;
// Random color inversion blocks
if (random(vec2(floor(uv.y * 20.0), blockTime)) > 0.98) {
color = 1.0 - color;
}
return color;
}
// Digital glitch with blocks
vec3 blockGlitch(sampler2D tex, vec2 uv, float time, float intensity) {
vec2 blockSize = vec2(0.1, 0.05);
vec2 block = floor(uv / blockSize);
float blockRand = random(block + floor(time * 10.0));
if (blockRand > 1.0 - intensity * 0.1) {
uv.x += (blockRand - 0.5) * 0.1;
}
return texture2D(tex, uv).rgb;
}
```
## Dissolve
```glsl
vec3 dissolve(vec3 color, vec2 uv, float progress, float edgeWidth, vec3 edgeColor) {
float noise = snoise(uv * 10.0);
// Discard dissolved pixels
if (noise < progress) {
discard;
}
// Edge glow
float edge = smoothstep(progress, progress + edgeWidth, noise);
return mix(edgeColor, color, edge);
}
// With alpha instead of discard
vec4 dissolveAlpha(vec3 color, vec2 uv, float progress, float edgeWidth, vec3 edgeColor) {
float noise = snoise(uv * 10.0);
float alpha = smoothstep(progress - edgeWidth, progress, noise);
float edge = smoothstep(progress, progress + edgeWidth, noise);
vec3 finalColor = mix(edgeColor, color, edge);
return vec4(finalColor, alpha);
}
```
## Outline
```glsl
// SDF-based outline
vec3 sdfOutline(float d, vec3 fillColor, vec3 outlineColor, float outlineWidth) {
float aa = fwidth(d);
float fill = smoothstep(aa, -aa, d);
float outline = smoothstep(aa, -aa, abs(d) - outlineWidth);
return mix(vec3(0.0), mix(outlineColor, fillColor, fill), max(fill, outline));
}
// Texture-based outline (sample neighbors)
float textureOutline(sampler2D tex, vec2 uv, float thickness) {
float alpha = texture2D(tex, uv).a;
float outline = 0.0;
for (float x = -1.0; x <= 1.0; x += 1.0) {
for (float y = -1.0; y <= 1.0; y += 1.0) {
outline += texture2D(tex, uv + vec2(x, y) * thickness).a;
}
}
return clamp(outline - alpha * 9.0, 0.0, 1.0);
}
```
## Fresnel / Rim Light
```glsl
// 3D fresnel (needs view direction and normal)
float fresnel(vec3 viewDir, vec3 normal, float power) {
return pow(1.0 - max(dot(viewDir, normal), 0.0), power);
}
// 2D fake fresnel (based on UV distance from center)
float fakeFresnel2D(vec2 uv, float power) {
vec2 centered = uv - 0.5;
float dist = length(centered) * 2.0;
return pow(dist, power);
}
// Usage
vec3 color = baseColor;
float rim = fresnel(viewDir, normal, 3.0);
color += rimColor * rim * rimIntensity;
```
## Color Grading
### Contrast / Brightness / Saturation
```glsl
vec3 adjustContrast(vec3 color, float contrast) {
return (color - 0.5) * contrast + 0.5;
}
vec3 adjustBrightness(vec3 color, float brightness) {
return color + brightness;
}
vec3 adjustSaturation(vec3 color, float saturation) {
float gray = dot(color, vec3(0.299, 0.587, 0.114));
returnRelated in General
modeling-omnistudio-epc-catalog
IncludedSalesforce Industries CME EPC product-modeling skill for Product2-based catalog creation. Use when creating EPC products, configuring product attributes, building offer bundles with Product Child Items, or reviewing EPC DataPack JSON metadata for product catalog changes. TRIGGER when: user creates or updates Product2 EPC records, AttributeAssignment payloads, AttributeMetadata/AttributeDefaultValues, Offer bundles, or ProductChildItem relationships. DO NOT TRIGGER when: designing OmniScripts/FlexCards/Integration Procedures (use building-omnistudio-omniscript, building-omnistudio-flexcard, or building-omnistudio-integration-procedure), implementing Apex business logic (use generating-apex), or troubleshooting deployment pipelines (use deploying-metadata).
relationship-science-coach
IncludedUse this skill for direct, practical adult relationship coaching: couples conflict, repair, trust, marriage, dating, flirting, attachment patterns, emotional connection, sex, desire differences, eroticism, kink negotiation, affection, love languages, breakups, and long-term passion. Draw on Gottman, EFT and Hold Me Tight, attachment science, modern sex research, Perel, Nagoski, Kerner, Schnarch, Love and Stosny, and flexible love-language tools. Be concrete and low-hedge. Redirect only for imminent danger, abuse, coercive control, minors, non-consent, self-harm, stalking, or medical/legal/psychiatric decisions.
building-sf-integrations
IncludedSalesforce integration architecture and runtime plumbing with 120-point scoring. Use this skill to set up Named Credentials, External Credentials, External Services, REST/SOAP callout patterns, Platform Events, and Change Data Capture. TRIGGER when: user sets up Named Credentials, External Services, REST/SOAP callouts, Platform Events, CDC, or touches .namedCredential-meta.xml files. DO NOT TRIGGER when: Connected App/OAuth config (use configuring-connected-apps), Apex-only logic (use generating-apex), or data import/export (use handling-sf-data).
venue-templates
IncludedAccess comprehensive LaTeX templates, formatting requirements, and submission guidelines for major scientific publication venues (Nature, Science, PLOS, IEEE, ACM), academic conferences (NeurIPS, ICML, CVPR, CHI), research posters, and grant proposals (NSF, NIH, DOE, DARPA). This skill should be used when preparing manuscripts for journal submission, conference papers, research posters, or grant proposals and need venue-specific formatting requirements and templates.
let-fate-decide
IncludedDraws the 12 Houses of the Zodiac Tarot spread to inject entropy into planning when prompts are vague, ambiguous, or casually delegated. Interprets the spread to guide next steps. Use when the user says 'let fate decide', 'YOLO', 'whatever', 'idk', or other nonchalant phrases, makes Yu-Gi-Oh references, or when you are about to arbitrarily pick between multiple reasonable approaches. Prefer over ask-questions-if-underspecified when the user's tone is casual or playful rather than precision-seeking.
net-ops
IncludedCross-platform network troubleshooting (Windows, macOS, Linux) via local or remote shell. Use for: DNS broken, can't resolve hostnames, nslookup/dig works but apps fail, NRPT, WFP, scutil, /etc/resolver, systemd-resolved, /etc/resolv.conf, NetworkManager, VPN DNS leak residue (ProtonVPN/Mullvad/WireGuard/AnyConnect), AV/firewall blocking DNS or DoH, Tailscale DNS interaction, intermittent connectivity, remote diagnostics over SSH.