minimax-ai/skillsMIT75 files

Shader Dev

Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.

Specification
Skill ID
minimax-ai/skills/shader-dev
Publisher
minimax-ai
Repository
skills
Installs
0
Files
75
License
MIT
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

minimax-ai/skills/shader-devInstalls these files
  • SKILL.md
  • reference/ambient-occlusion.md
  • reference/analytic-ray-tracing.md
  • reference/anti-aliasing.md
  • reference/atmospheric-scattering.md
  • reference/camera-effects.md
  • reference/cellular-automata.md
  • reference/color-palette.md
  • reference/csg-boolean-operations.md
  • reference/domain-repetition.md
  • reference/domain-warping.md
  • reference/fluid-simulation.md
  • reference/fractal-rendering.md
  • reference/lighting-model.md
  • reference/matrix-transform.md
  • reference/multipass-buffer.md
  • reference/normal-estimation.md
  • reference/particle-system.md
  • reference/path-tracing-gi.md
  • reference/polar-uv-manipulation.md
  • reference/post-processing.md
  • reference/procedural-2d-pattern.md
  • reference/procedural-noise.md
  • reference/ray-marching.md
  • reference/sdf-2d.md
  • reference/sdf-3d.md
  • reference/sdf-tricks.md
  • reference/shadow-techniques.md
  • reference/simulation-physics.md
  • reference/sound-synthesis.md
  • reference/terrain-rendering.md
  • reference/texture-mapping-advanced.md
  • reference/texture-sampling.md
  • reference/volumetric-rendering.md
  • reference/voronoi-cellular-noise.md
  • reference/voxel-rendering.md
  • reference/water-ocean.md
  • reference/webgl-pitfalls.md
  • techniques/ambient-occlusion.md
  • techniques/analytic-ray-tracing.md
  • techniques/anti-aliasing.md
  • techniques/atmospheric-scattering.md
  • techniques/camera-effects.md
  • techniques/cellular-automata.md
  • techniques/color-palette.md
  • techniques/csg-boolean-operations.md
  • techniques/domain-repetition.md
  • techniques/domain-warping.md
  • techniques/fluid-simulation.md
  • techniques/fractal-rendering.md
  • techniques/lighting-model.md
  • techniques/matrix-transform.md
  • techniques/multipass-buffer.md
  • techniques/normal-estimation.md
  • techniques/particle-system.md
  • techniques/path-tracing-gi.md
  • techniques/polar-uv-manipulation.md
  • techniques/post-processing.md
  • techniques/procedural-2d-pattern.md
  • techniques/procedural-noise.md
  • techniques/ray-marching.md
  • techniques/sdf-2d.md
  • techniques/sdf-3d.md
  • techniques/sdf-tricks.md
  • techniques/shadow-techniques.md
  • techniques/simulation-physics.md
  • techniques/sound-synthesis.md
  • techniques/terrain-rendering.md
  • techniques/texture-mapping-advanced.md
  • techniques/texture-sampling.md
  • techniques/volumetric-rendering.md
  • techniques/voronoi-cellular-noise.md
  • techniques/voxel-rendering.md
  • techniques/water-ocean.md
  • techniques/webgl-pitfalls.md

What this skill tells the agent

Shader Craft

A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.

Invocation

/shader-dev <request>

$ARGUMENTS contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").

Skill Structure

shader-dev/
├── SKILL.md                      # Core skill (this file)
├── techniques/                   # Implementation guides (read per routing table)
│   ├── ray-marching.md           # Sphere tracing with SDF
│   ├── sdf-3d.md                 # 3D signed distance functions
│   ├── lighting-model.md         # PBR, Phong, toon shading
│   ├── procedural-noise.md       # Perlin, Simplex, FBM
│   └── ...                       # 34 more technique files
└── reference/                    # Detailed guides (read as needed)
    ├── ray-marching.md           # Math derivations & advanced patterns
    ├── sdf-3d.md                 # Extended SDF theory
    ├── lighting-model.md         # Lighting math deep-dive
    ├── procedural-noise.md       # Noise function theory
    └── ...                       # 34 more reference files

How to Use

  1. Read the Technique Routing Table below to identify which technique(s) match the user's request
  2. Read the relevant file(s) from techniques/ — each file contains core principles, implementation steps, and complete code templates
  3. If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to reference/
  4. Apply the WebGL2 Adaptation Rules below when generating standalone HTML pages

Technique Routing Table

User wants to create...Primary techniqueCombine with
3D objects / scenes from mathray-marching + sdf-3dlighting-model, shadow-techniques
Complex 3D shapes (booleans, blends)csg-boolean-operationssdf-3d, ray-marching
Infinite repeating patterns in 3Ddomain-repetitionsdf-3d, ray-marching
Organic / warped shapesdomain-warpingprocedural-noise
Fluid / smoke / ink effectsfluid-simulationmultipass-buffer
Particle effects (fire, sparks, snow)particle-systemprocedural-noise, color-palette
Physically-based simulationssimulation-physicsmultipass-buffer
Game of Life / reaction-diffusioncellular-automatamultipass-buffer, color-palette
Ocean / water surfacewater-oceanatmospheric-scattering, lighting-model
Terrain / landscapeterrain-renderingatmospheric-scattering, procedural-noise
Clouds / fog / volumetric firevolumetric-renderingprocedural-noise, atmospheric-scattering
Sky / sunset / atmosphereatmospheric-scatteringvolumetric-rendering
Realistic lighting (PBR, Phong)lighting-modelshadow-techniques, ambient-occlusion
Shadows (soft / hard)shadow-techniqueslighting-model
Ambient occlusionambient-occlusionlighting-model, normal-estimation
Path tracing / global illuminationpath-tracing-gianalytic-ray-tracing, multipass-buffer
Precise ray-geometry intersectionsanalytic-ray-tracinglighting-model
Voxel worlds (Minecraft-style)voxel-renderinglighting-model, shadow-techniques
Noise / FBM texturesprocedural-noisedomain-warping
Tiled 2D patternsprocedural-2d-patternpolar-uv-manipulation
Voronoi / cell patternsvoronoi-cellular-noisecolor-palette
Fractals (Mandelbrot, Julia, 3D)fractal-renderingcolor-palette, polar-uv-manipulation
Color grading / palettescolor-palette—
Bloom / tone mapping / glitchpost-processingmultipass-buffer
Multi-pass ping-pong buffersmultipass-buffer—
Texture / sampling techniquestexture-sampling—
Camera / matrix transformsmatrix-transform—
Surface normalsnormal-estimation—
Polar coords / kaleidoscopepolar-uv-manipulationprocedural-2d-pattern
2D shapes / UI from SDFsdf-2dcolor-palette
Procedural audio / musicsound-synthesis—
SDF tricks / optimizationsdf-trickssdf-3d, ray-marching
Anti-aliased renderinganti-aliasingsdf-2d, post-processing
Depth of field / motion blur / lens effectscamera-effectspost-processing, multipass-buffer
Advanced texture mapping / no-tile texturestexture-mapping-advancedterrain-rendering, texture-sampling
WebGL2 shader errors / debuggingwebgl-pitfalls—

Technique Index

Geometry & SDF

  • sdf-2d — 2D signed distance functions for shapes, UI, anti-aliased rendering
  • sdf-3d — 3D signed distance functions for real-time implicit surface modeling
  • csg-boolean-operations — Constructive solid geometry: union, subtraction, intersection with smooth blending
  • domain-repetition — Infinite space repetition, folding, and limited tiling
  • domain-warping — Distort domains with noise for organic, flowing shapes
  • sdf-tricks — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization

Ray Casting & Lighting

  • ray-marching — Sphere tracing with SDF for 3D scene rendering
  • analytic-ray-tracing — Closed-form ray-primitive intersections (sphere, plane, box, torus)
  • path-tracing-gi — Monte Carlo path tracing for photorealistic global illumination
  • lighting-model — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading
  • shadow-techniques — Hard shadows, soft shadows (penumbra estimation), cascade shadows
  • ambient-occlusion — SDF-based AO, screen-space AO approximation
  • normal-estimation — Finite-difference normals, tetrahedron technique

Simulation & Physics

  • fluid-simulation — Navier-Stokes fluid solver with advection, diffusion, pressure projection
  • simulation-physics — GPU-based physics: springs, cloth, N-body gravity, collision
  • particle-system — Stateless and stateful particle systems (fire, rain, sparks, galaxies)
  • cellular-automata — Game of Life, reaction-diffusion (Turing patterns), sand simulation

Natural Phenomena

  • water-ocean — Gerstner waves, FFT ocean, caustics, underwater fog
  • terrain-rendering — Heightfield ray marching, FBM terrain, erosion
  • atmospheric-scattering — Rayleigh/Mie scattering, god rays, SSS approximation
  • volumetric-rendering — Volume ray marching for clouds, fog, fire, explosions

Procedural Generation

  • procedural-noise — Value noise, Perlin, Simplex, Worley, FBM, ridged noise
  • procedural-2d-pattern — Brick, hexagon, truchet, Islamic geometric patterns
  • voronoi-cellular-noise — Voronoi diagrams, Worley noise, cracked earth, crystal

Use this skill in a project

Open any RiverX project, search the Skills panel for minimax-ai/skills/shader-dev, and install it in one click.

Use this skill