shader-router

Decision framework for GLSL shader projects. Routes to specialized shader skills (fundamentals, noise, SDF, effects) based on task requirements. Use when starting a shader project or needing guidance on which shader techniques to combine.

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Install skill "shader-router" with this command: npx skills add bbeierle12/skill-mcp-claude/bbeierle12-skill-mcp-claude-shader-router

Shader Router

Routes to 4 specialized GLSL shader skills based on task requirements.

Routing Protocol

  1. Classify — Identify what visual result is needed
  2. Match — Find skill(s) with highest signal match
  3. Combine — Most shaders need 2-3 skills together
  4. Load — Read matched SKILL.md files before implementation

Quick Route

Tier 1: Core (Always Consider)

Task TypeSkillPrimary Signal Words
Writing shadersshader-fundamentalsGLSL, vertex, fragment, uniform, varying, coordinate
Organic patternsshader-noisenoise, procedural, terrain, clouds, turbulence, organic

Tier 2: Specialized (Add When Needed)

Task TypeSkillPrimary Signal Words
Shapes/geometryshader-sdfshape, circle, box, boolean, union, morph, raymarch
Visual polishshader-effectsglow, bloom, chromatic, distortion, vignette, glitch

Signal Matching Rules

Priority Order

When multiple signals present, resolve by priority:

  1. Explicit technique — "use simplex noise" → shader-noise
  2. Visual goal — "organic look" → shader-noise
  3. Shape need — "rounded rectangle" → shader-sdf
  4. Polish need — "add glow" → shader-effects
  5. Default — Start with shader-fundamentals

Confidence Scoring

  • High (3+ signals) — Route immediately
  • Medium (1-2 signals) — Route with shader-fundamentals as base
  • Low (0 signals) — Ask: "What visual effect are you trying to achieve?"

Common Combinations

Procedural Texture (2 skills)

shader-fundamentals → Vertex/fragment setup, uniforms
shader-noise        → Noise functions, FBM

Wiring: Fundamentals provides shader structure, noise generates patterns.

Stylized Shape (3 skills)

shader-fundamentals → Shader setup, UV handling
shader-sdf          → Shape definition, boolean ops
shader-effects      → Glow, outline, anti-aliasing

Wiring: SDF defines shape, effects add visual polish.

Terrain/Landscape (2 skills)

shader-fundamentals → Vertex displacement, lighting
shader-noise        → Height generation, detail layers

Wiring: Noise generates heightmap, fundamentals handles displacement and shading.

Holographic/Cyberpunk (3 skills)

shader-fundamentals → Fresnel, scanlines base
shader-noise        → Animated distortion
shader-effects      → Chromatic aberration, glitch, glow

Wiring: Layer multiple effects for complex visual style.

UI/Logo Animation (3 skills)

shader-fundamentals → Animation timing, UV manipulation
shader-sdf          → Shape primitives, morphing
shader-effects      → Glow, dissolve, outline

Wiring: SDF creates shapes, effects add transitions.

Raymarched 3D (3 skills)

shader-fundamentals → Ray setup, lighting math
shader-sdf          → 3D primitives, scene composition
shader-noise        → Surface detail, displacement

Wiring: SDF defines geometry, noise adds organic detail.

Decision Table

Visual GoalOrganic?Shapes?Effects?Route To
CloudsYesNoMaybefundamentals + noise
LogoNoYesYesfundamentals + sdf + effects
TerrainYesNoNofundamentals + noise
Fire/smokeYesNoYesfundamentals + noise + effects
UI elementNoYesYesfundamentals + sdf + effects
Abstract artYesMaybeYesall skills
3D raymarchMaybeYesMaybefundamentals + sdf + (noise)

Skill Dependencies

shader-fundamentals (foundation)
├── shader-noise (extends fundamentals)
├── shader-sdf (extends fundamentals)
└── shader-effects (extends fundamentals)
  • Always start with shader-fundamentals
  • shader-noise and shader-sdf are often independent
  • shader-effects typically applied last

Visual Goal → Technique Mapping

Want ThisUse This
Natural/organic lookNoise (FBM, turbulence)
Geometric shapesSDF primitives
Smooth morphingSDF smooth operations
Infinite patternsSDF repetition
Terrain heightNoise + vertex displacement
Water/causticsNoise + Worley
Glow/bloomEffects (glow functions)
Retro/CRT lookEffects (scanlines, grain)
TransitionsSDF dissolve or Effects dissolve
OutlinesSDF or Effects (both have methods)

Fallback Behavior

  • Unknown technique → Start with shader-fundamentals
  • No clear signals → Ask: "Describe the visual you're trying to create"
  • Performance concerns → Check shader-noise optimization tips

Quick Decision Flowchart

User Request
     │
     ▼
┌─────────────────────┐
│ Writing shaders?    │──Yes──▶ shader-fundamentals (always)
└─────────────────────┘
     │
     ▼
┌─────────────────────┐
│ Organic/natural?    │──Yes──▶ + shader-noise
└─────────────────────┘
     │
     ▼
┌─────────────────────┐
│ Geometric shapes?   │──Yes──▶ + shader-sdf
└─────────────────────┘
     │
     ▼
┌─────────────────────┐
│ Visual polish?      │──Yes──▶ + shader-effects
└─────────────────────┘

Reference

See individual skill files for detailed patterns:

  • /mnt/skills/user/shader-fundamentals/SKILL.md
  • /mnt/skills/user/shader-noise/SKILL.md
  • /mnt/skills/user/shader-sdf/SKILL.md
  • /mnt/skills/user/shader-effects/SKILL.md

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

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