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shadershader 开发

Agent Skill

shader 用于辅助前端页面、组件、样式和交互逻辑开发,适合在 OpenClaw 中需要维护前端项目、生成组件或检查界面实现时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

7,799

周安装

335

GitHub Stars

1

下载量

2,734
OpenClaw

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:shader(shader 开发)
来源仓库:https://github.com/jvy/shader
安装命令:
openclaw skills install shader
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install shader

简介

shader 用于编写和调试 GLSL、WebGL 及 Three.js 着色器代码。

  • 适合在 OpenClaw 中实现图形效果、后处理滤镜或材质开发时使用。
  • 通过安装命令 openclaw skills install shader 添加到项目。
  • 使用前应确认图形 API 环境和性能影响,避免复杂计算导致卡顿。
  • shader 属于开发类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

name
shader
description
Write, explain, adapt, and debug practical shader code for GLSL, WebGL, Three.js ShaderMaterial, React Three Fiber, postprocess-style full-screen effects, and ShaderToy-style fragment shaders. Use when the user wants to create an effect shader, port a shader between runtimes, fix black screens or compile errors, wire uniforms like time or resolution, troubleshoot UV, normal, or color-space mistakes, or turn a visual idea into a runnable vertex/fragment pair. Also use when pairing shader output with OpenClaw canvas demos. NOT for full rendering-engine architecture, advanced offline rendering theory, or GPU-vendor-specific optimization claims that have not been verified in the target runtime.
metadata
{ "openclaw": { "emoji": "🟦" } }

Shader

Use this skill to turn shader requests into runnable code and fast debugging steps.

Default target: browser-friendly GLSL. If the runtime is unclear, narrow it before writing code:

  • ShaderToy fragment-only
  • raw WebGL / GLSL ES
  • Three.js ShaderMaterial
  • React Three Fiber
  • postprocess-style full-screen pass

Workflow

1. Lock the runtime and effect shape

Resolve these first:

  • runtime
  • fragment-only vs vertex + fragment
  • screen effect vs material effect vs postprocess pass
  • required inputs: uTime, uResolution, UVs, normals, textures, mouse

If the request is vague, start with the smallest visible version of the effect.

2. Build from a visible baseline

  • Start with a constant color or UV gradient.
  • Add one moving term at a time.
  • Reintroduce uniforms, varyings, noise, lighting, and distortion step by step.

For blank output, compile failures, or “nothing shows”, read references/black-screen-checklist.md.

3. Match the host, not the idea source

Do not hand over ShaderToy code unchanged if the user asked for Three.js or R3F.

Common translations:

  • iTime -> uTime
  • iResolution -> uResolution
  • fragCoord -> gl_FragCoord.xy
  • ShaderToy fullscreen logic -> quad / plane / postprocess host setup

For live previews inside OpenClaw, pair this skill with canvas.

4. Keep answers practical

Prefer responses that include:

  • runnable shader code
  • required uniforms and defaults
  • host-side glue code
  • the first debugging step if it fails

Common Uses

  • Full-screen effects: flowing gradients, ripples, ShaderToy-style animated backgrounds
  • Material effects: fresnel, dissolve, edge glow, scanlines, vertex wobble
  • Porting: ShaderToy -> WebGL / Three.js / R3F
  • Debugging: black screen, all-white / all-black output, broken UVs, wrong varyings, missing uniforms

Commands

Intake

node {baseDir}/scripts/shader.js intake "fullscreen ocean background in three.js"
node {baseDir}/scripts/shader.js intake "port this shadertoy to r3f" --json

Use this to structure an underspecified request.

Debug

node {baseDir}/scripts/shader.js debug black-screen
node {baseDir}/scripts/shader.js debug uniform
node {baseDir}/scripts/shader.js debug varyings

Effects

node {baseDir}/scripts/shader.js effects

Maps user phrases to likely starter techniques like gradient, noise, fresnel, dissolve, ripple, scanline, and pixelate.

Boilerplate

node {baseDir}/scripts/shader.js boilerplate fresnel
node {baseDir}/scripts/shader.js boilerplate dissolve --json

Returns stage split, likely uniforms, varyings, build order, and common failure points.

Snippet

node {baseDir}/scripts/shader.js snippet fresnel
node {baseDir}/scripts/shader.js snippet ripple --json

Points to the nearest bundled GLSL starter.

Demo

node {baseDir}/scripts/shader.js demo webgl ripple
node {baseDir}/scripts/shader.js demo r3f fresnel --json

Chooses the best bundled runtime template for a target + effect combination.

Scaffold

node {baseDir}/scripts/shader.js scaffold r3f dissolve
node {baseDir}/scripts/shader.js scaffold postprocess scanline --json

Combines the nearest demo, boilerplate, snippet, and first integration steps.

Assets

Bundled templates:

  • assets/webgl-fullscreen-demo/index.html
  • assets/threejs-material-demo/index.html
  • assets/postprocess-demo/index.html
  • assets/r3f-demo/App.jsx
  • assets/r3f-demo/main.jsx
  • assets/r3f-demo/index.html
  • assets/r3f-demo/package.json
  • assets/r3f-demo/vite.config.js

Bundled snippets:

  • assets/snippets/fresnel.md
  • assets/snippets/dissolve.md
  • assets/snippets/ripple.md
  • assets/snippets/scanline.md
  • assets/snippets/pixelate.md
  • assets/snippets/vertex-wobble.md

Use the postprocess template for screen-space effects. Use the Three.js or R3F templates for mesh/material effects.

References

  • references/glsl-quick-reference.md
  • references/black-screen-checklist.md
  • references/effect-starters-zh.md
  • references/snippets.md
  • references/runtime-translation.md

Guardrails

  • Default to the smallest working shader that proves the effect.
  • Use host-friendly uniform names like uTime, uResolution, uMouse, uTexture.
  • Do not assume WebGL2 unless the host clearly uses it.
  • Do not invent runtime-specific macros or built-ins.
  • Call out likely precision, color-space, or postprocess-order bugs explicitly.
  • For performance advice, stay directional unless the actual runtime and GPU are known.

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenClaw

80.3%
按下载量换算2,195

安全审计

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通过

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权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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