shader-programming

This skill allows OpenClaw to generate, optimize, and debug GLSL or HLSL shaders for real-time graphics in game engines. It focuses on tasks like writing vertex, fragment, or compute shaders, ensuring compatibility with APIs like OpenGL, Vulkan, or DirectX.

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Install skill "shader-programming" with this command: npx skills add alphaonedev/openclaw-graph/alphaonedev-openclaw-graph-shader-programming

Purpose

This skill allows OpenClaw to generate, optimize, and debug GLSL or HLSL shaders for real-time graphics in game engines. It focuses on tasks like writing vertex, fragment, or compute shaders, ensuring compatibility with APIs like OpenGL, Vulkan, or DirectX.

When to Use

Use this skill when users request custom shaders for visual effects, performance tweaks, or integration with game engines. Specifically:

  • Optimizing shaders for mobile games to reduce GPU load (e.g., minimizing texture samples).

  • Creating advanced effects like water rendering or post-processing in tools like Unity or Unreal.

  • Debugging shader code during game development iterations.

Key Capabilities

  • Generate complete GLSL/HLSL code snippets based on user specs (e.g., shader type, inputs, outputs).

  • Optimize shaders by analyzing and modifying code for better performance, such as reducing instructions or using precision qualifiers.

  • Debug common issues like compilation errors or runtime artifacts by suggesting fixes.

  • Support shader versions like GLSL 330 or HLSL 5.0, with checks for hardware compatibility.

Usage Patterns

To invoke this skill in OpenClaw, use the command: openclaw execute shader-programming --task <task-type> --input <details> . Always specify the shader language (e.g., --lang glsl) and target platform (e.g., --platform vulkan). For code generation, provide a JSON config like: {"type": "vertex", "inputs": ["position", "normal"], "outputs": ["gl_Position"]}. Follow this pattern:

  • Start with a clear task: e.g., openclaw execute shader-programming --task generate --lang hlsl --input '{"features": ["lighting"]}' .

  • For optimization, pipe existing code: e.g., echo "existing shader code" | openclaw execute shader-programming --task optimize --lang glsl.

  • If authentication is needed (e.g., for external compilers), set $OPENCLAW_API_KEY in your environment before running commands.

Common Commands/API

Use these OpenClaw-integrated commands for shader tasks:

  • Compile GLSL shaders: Run glslangValidator -V -o output.spv input.vert via OpenClaw's subprocess, e.g., openclaw execute shader-programming --subprocess "glslangValidator -V -o myShader.spv myShader.vert" .

  • Compile HLSL shaders: Use fxc /T vs_5_0 /E MainVS /Fo compiled.bin input.hlsl , invoked as openclaw execute shader-programming --subprocess "fxc /T vs_5_0 /E MainVS /Fo output.bin input.hlsl" .

  • API endpoints: POST to OpenClaw's /api/shader/generate with JSON payload, e.g., curl -H "Authorization: Bearer $OPENCLAW_API_KEY" -d '{"lang": "glsl", "type": "fragment"}' https://api.openclaw.com/api/shader/generate.

  • Config formats: Use JSON for inputs, e.g., {"shader": {"version": "330", "precision": "highp float"}}. For error checks, include flags like --validate in commands, e.g., openclaw execute shader-programming --task validate --input "shader code" --flags "--validate" .

Integration Notes

Integrate this skill by embedding generated shaders into your project workflow. For Unity, save GLSL/HLSL files in the Assets/Shaders directory and reference them in materials. In Unreal, use the .usf format for HLSL. Always wrap OpenClaw calls in a script, e.g., in Python: import subprocess; subprocess.run(["openclaw", "execute", "shader-programming", "--task", "generate", "--lang", "glsl"]). For cross-engine compatibility, specify profiles in configs (e.g., {"profile": "gles3"} for mobile). If using external tools, ensure $OPENCLAW_API_KEY is set for authenticated API calls to avoid failures.

Error Handling

Handle shader errors by parsing compiler output. For GLSL, check glslangValidator logs for patterns like "ERROR: 0:5: 'undeclared identifier'", then suggest fixes, e.g., add missing variables. In code: try { subprocess.run(["glslangValidator", "-V", "input.vert"]) } catch e { print(e.stderr); if "syntax error" in e.stderr: return "Fix line 5 with correct syntax" }. For HLSL, fxc errors like "error X3004: undeclared identifier" require redeclaring variables. Use OpenClaw's built-in validation: openclaw execute shader-programming --task debug --input "shader code" , which returns JSON like {"errors": ["Line 10: missing semicolon"]}. Always log errors with timestamps and retry with corrected inputs.

Concrete Usage Examples

Generate a basic GLSL vertex shader for a simple 3D object: Use openclaw execute shader-programming --task generate --lang glsl --input '{"type": "vertex", "inputs": ["vec3 position"]}' . This produces: attribute vec3 aPosition; void main() { gl_Position = vec4(aPosition, 1.0); }

Optimize an existing HLSL fragment shader for performance: Run openclaw execute shader-programming --task optimize --lang hlsl --input "float4 PSMain(float2 uv : TEXCOORD) : SV_Target { return float4(uv, 0.0, 1.0); }" . Output might be: float4 PSMain(float2 uv : TEXCOORD) : SV_Target { return float4(uv.x, uv.y, 0.0, 1.0); } // Optimized by inlining.

Graph Relationships

  • Related to: game-dev cluster (e.g., shares nodes with graphics-programming for rendering pipelines).

  • Links to: graphics-programming (for broader API integration), rendering-engines (for engine-specific shader hooks), and performance-optimization (for shader tuning techniques).

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