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shadertoy

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This skill should be used when working with Shadertoy shaders, GLSL fragment shaders, or creating procedural graphics for the web. Use when writing .glsl files, implementing visual effects, creating generative art, or working with WebGL shader code. This skill provides GLSL ES syntax reference, common shader patterns, and Shadertoy-specific conventions.

Writing & Docs

What this skill does


# Shadertoy Shader Development

## Overview

Shadertoy is a platform for creating and sharing GLSL fragment shaders that run in the browser using WebGL. This skill provides comprehensive guidance for writing shaders including GLSL ES syntax, common patterns, mathematical techniques, and best practices specific to real-time procedural graphics.

## When to Use This Skill

Activate this skill when:
- Writing or editing `.glsl` shader files
- Creating procedural graphics, generative art, or visual effects
- Working with Shadertoy.com projects or WebGL fragment shaders
- Implementing ray marching, distance fields, or procedural textures
- Debugging shader code or optimizing shader performance
- Need GLSL ES syntax reference or Shadertoy input variables

## Core Concepts

### Shader Entry Point

Every Shadertoy shader implements the `mainImage` function:

```glsl
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
    // fragCoord: pixel coordinates (0 to iResolution.xy)
    // fragColor: output color (RGBA, typically alpha = 1.0)

    vec2 uv = fragCoord / iResolution.xy;
    fragColor = vec4(uv, 0.0, 1.0);
}
```

### Shadertoy Built-in Inputs

Always available in shaders:

| Type | Name | Description |
|------|------|-------------|
| `vec3` | `iResolution` | Viewport resolution (x, y, aspect ratio) |
| `float` | `iTime` | Current time in seconds (primary animation driver) |
| `float` | `iTimeDelta` | Time to render one frame |
| `int` | `iFrame` | Current frame number |
| `vec4` | `iMouse` | Mouse: xy = current position, zw = click position |
| `sampler2D` | `iChannel0`-`iChannel3` | Input textures/buffers |
| `vec3` | `iChannelResolution[4]` | Resolution of each input channel |
| `vec4` | `iDate` | Year, month, day, time in seconds (.xyzw) |

### Coordinate System Setup

Standard patterns for normalizing coordinates:

```glsl
// Aspect-corrected UV centered at origin (-1 to 1, aspect-preserved)
vec2 uv = (fragCoord.xy - 0.5 * iResolution.xy) / min(iResolution.y, iResolution.x);

// Alternative compact form:
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);

// Simple normalized (0 to 1)
vec2 uv = fragCoord / iResolution.xy;
```

## Common Shader Patterns

### 1. Procedural Color Palettes

Use Inigo Quilez's cosine palette for smooth color gradients:

```glsl
vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
    return a + b * cos(6.28318 * (c * t + d));
}

// Example usage:
vec3 col = palette(
    t,
    vec3(0.5, 0.5, 0.5),    // base
    vec3(0.5, 0.5, 0.5),    // amplitude
    vec3(1.0, 1.0, 0.5),    // frequency
    vec3(0.8, 0.90, 0.30)   // phase
);
```

### 2. Hash Functions (Pseudo-Random)

Simple 2D hash for noise and randomness:

```glsl
float hash21(vec2 p) {
    p = fract(p * vec2(234.34, 435.345));
    p += dot(p, p + 34.23);
    return fract(p.x * p.y);
}
```

### 3. Ray Marching

Standard pattern for 3D rendering via sphere tracing:

```glsl
// Distance field function
float map(vec3 p) {
    return length(p) - 1.0;  // Sphere at origin, radius 1
}

// Normal calculation
vec3 calcNormal(vec3 p) {
    vec2 e = vec2(0.001, 0.0);
    return normalize(vec3(
        map(p + e.xyy) - map(p - e.xyy),
        map(p + e.yxy) - map(p - e.yxy),
        map(p + e.yyx) - map(p - e.yyx)
    ));
}

// Ray marching loop
vec3 render(vec3 ro, vec3 rd) {
    float t = 0.0;
    for (int i = 0; i < 100; i++) {
        vec3 p = ro + rd * t;
        float d = map(p);
        if (d < 0.001) {
            // Hit - calculate lighting
            vec3 n = calcNormal(p);
            return n * 0.5 + 0.5;  // Normal visualization
        }
        if (t > 10.0) break;
        t += d * 0.5;  // Step (0.5 factor for safety)
    }
    return vec3(0.0);  // Miss
}
```

### 4. Rotations

2D rotation:
```glsl
mat2 rot2d(float a) {
    float c = cos(a), s = sin(a);
    return mat2(c, -s, s, c);
}
// Usage: p.xy *= rot2d(iTime);
```

3D axis-angle rotation (modifies in-place):
```glsl
void rot(inout vec3 p, vec3 axis, float angle) {
    axis = normalize(axis);
    float s = sin(angle), c = cos(angle), oc = 1.0 - c;
    mat3 m = mat3(
        oc * axis.x * axis.x + c,           oc * axis.x * axis.y - axis.z * s,  oc * axis.z * axis.x + axis.y * s,
        oc * axis.x * axis.y + axis.z * s,  oc * axis.y * axis.y + c,           oc * axis.y * axis.z - axis.x * s,
        oc * axis.z * axis.x - axis.y * s,  oc * axis.y * axis.z + axis.x * s,  oc * axis.z * axis.z + c
    );
    p = m * p;
}
```

### 5. Domain Repetition and Folding

Create fractal-like structures:

```glsl
vec3 foldRotate(vec3 p, float timeOffset) {
    for (int i = 0; i < 5; i++) {
        p = abs(p);  // Mirror fold
        rot(p, vec3(0.707, 0.707, 0.0), 0.785);
        p -= 0.5;    // Translate
    }
    return p;
}
```

### 6. Post-Processing

Vignette:
```glsl
float vignette(vec2 uv) {
    uv *= 1.0 - uv.yx;
    return pow(uv.x * uv.y * 15.0, 0.25);
}
```

Film grain/dithering (reduces banding):
```glsl
float dither = hash21(fragCoord + iTime) * 0.001;
finalCol += dither;
```

Gamma correction:
```glsl
finalCol = pow(finalCol, vec3(0.45));  // ~1/2.2
```

## Multi-Pass Rendering

For complex effects requiring temporal feedback or multiple rendering stages:

### Buffer A (Computation):
```glsl
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord / iResolution.xy;
    // Generate or compute values
    fragColor = vec4(computedColor, 1.0);
}
```

### Buffer B (Feedback/Blending):
```glsl
#define BUFFER_A iChannel0
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord / iResolution.xy;
    vec4 current = texture(BUFFER_A, uv);
    vec4 previous = texture(iChannel1, uv);  // Self-reference
    fragColor = mix(previous, current, 0.1);  // Temporal blend
}
```

### Main (Final Output):
```glsl
#define BUFFER_B iChannel1
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord / iResolution.xy;
    fragColor = texture(BUFFER_B, uv);
}
```

## Critical GLSL ES Rules

**ALWAYS follow these rules to avoid compilation errors:**

1. **NO `f` suffix**: Use `1.0` NOT `1.0f`
2. **NO `saturate()`**: Use `clamp(x, 0.0, 1.0)` instead
3. **Protect pow/sqrt**: Wrap arguments: `pow(max(x, 0.0), p)`, `sqrt(abs(x))`
4. **Avoid division by zero**: Check denominators or add epsilon
5. **Initialize variables**: Don't assume default values
6. **Avoid name conflicts**: Don't name functions like variables
7. **NO interactive commands**: Avoid `find`, `grep` - use Glob/Grep tools instead

## Workflow Guide

### Creating a New Shader

1. **Set up coordinate system** - Choose appropriate UV normalization
2. **Define core effect** - Implement main visual algorithm
3. **Add animation** - Use `iTime` for temporal variation
4. **Apply color palette** - Use cosine palette or custom scheme
5. **Add post-processing** - Vignette, dither, gamma correction
6. **Optimize** - Reduce iterations, use early exits, minimize branches

### Common Tasks

**Visualizing complex numbers:**
- Use the complex math functions in `references/common-patterns.md`
- Plot with `cx_log()`, `cx_pow()`, or polynomial evaluation
- Map complex results to color via palette

**Ray marching 3D scenes:**
- Define distance field in `map()` function
- Set up camera (ray origin `ro`, ray direction `rd`)
- March using standard loop pattern
- Calculate normals with tetrahedron method
- Apply lighting and material properties

**Creating noise/organic effects:**
- Use `hash21()` for random values
- Implement `fbm()` (fractional Brownian motion) for natural variation
- Combine with `sin()`/`cos()` for structured patterns
- Apply domain warping for organic distortion

**Multi-layer composition:**
- Render multiple passes with different parameters
- Blend layers using `mix()` or custom blend modes
- Add interference patterns by comparing layer differences
- Use `smoothstep()` for soft transitions

### Debugging Strategies

**Visualize intermediate values:**
```glsl
frag

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