---
name: Shader Programming
slug: shader-programming
category: Frontend
description: Shader Programming teaches cross-engine shader fundamentals for vertex and fragment stages, UV math, and coordinate spaces. Use it to write or translate common effects like tint, scrolling textures, dissolve, outline, fresnel rim, and vignette in GLSL with HLSL equivalents.
github: "https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/shader-programming"
language: Python
stars: 623
forks: 48
install: "npx degit https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/shader-programming ~/.claude/skills/shader-programming"
installs_to: ~/.claude/skills/shader-programming
source_path: skills/disciplines/shader-programming/SKILL.md
collection_size: 25
category_size: 567
collection_url: "https://dirskills.com/collections/gamedev-skills/awesome-gamedev-agent-skills"
added: 2026-08-25T05:12:48.680Z
last_synced: 2026-08-25T05:12:48.680Z
canonical_url: "https://dirskills.com/skills/shader-programming"
---

# Shader Programming

Shader Programming teaches cross-engine shader fundamentals for vertex and fragment stages, UV math, and coordinate spaces. Use it to write or translate common effects like tint, scrolling textures, dissolve, outline, fresnel rim, and vignette in GLSL with HLSL equivalents.

**Install:**

```bash
npx degit https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/shader-programming ~/.claude/skills/shader-programming
```

## README

# Shader programming (cross-engine)

Shaders are small programs that run **per vertex** and **per pixel** on the GPU.
The concepts — the pipeline, coordinate spaces, UVs, and how common effects are
built — port across engines; only the language dialect and built-in variable
names change. This skill teaches those portable fundamentals in GLSL with HLSL
equivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact
engine syntax and built-ins.

## When to use

- Use to understand or write vertex/fragment shaders and to reason about UVs,
  coordinate spaces, and the GPU pipeline.
- Use to build common effects: tint/recolor, scrolling textures, dissolve,
  outlines, fresnel/rim light, vignette, color grading.
- Use to translate a shader concept between GLSL and HLSL, or between engines.

**When *not* to use:** for an engine's exact shader language and built-ins, use
`godot-shaders` (Godot shading language) or the engine's material docs. For full
particle VFX systems, see `unreal-niagara`. For post-process *stacks*, defer to
the engine's renderer settings.

## Core workflow

1. **Know which stage you're in.** The **vertex** shader transforms each vertex
   into clip space and passes data (UVs, normals) onward; the **fragment/pixel**
   shader runs per rasterized pixel and outputs a color. Most game effects live
   in the fragment stage.
2. **Track coordinate spaces.** Positions move model → world → view → clip space;
   normals belong in world or view space. Mixing spaces is the most common bug.
3. **Drive effects with UVs and time.** UVs are `0..1` texture coordinates;
   offset, scale, or distort them, and animate with a `time` uniform.
4. **Work per pixel, branch-light.** Prefer `mix`, `step`, `smoothstep`, and
   `clamp` over `if` where possible; GPUs run pixels in lockstep and dislike
   divergent branches.
5. **Pass data via uniforms** (constant per draw) and **varyings** (interpolated
   vertex→fragment). Keep texture samples few; they dominate cost.
6. **Verify visually and on target hardware.** Shaders that look right on desktop
   can break on mobile (precision, missing features). Test where it ships.

## Patterns

GLSL-style fragment snippets (close to Godot's `canvas_item`/`spatial`
shaders and OpenGL). See `references/effects.md` for the HLSL equivalents and
the full outline/fresnel/vignette shaders.

### 1. Fragment basics: sample, tint, and combine

```glsl
// Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha.
uniform sampler2D tex;
uniform vec4 tint;          // e.g. (1,0,0,1) reddens; multiply is non-destructive
in vec2 uv;                 // interpolated 0..1 texture coordinate (a "varying")
out vec4 frag;
void main() {
    vec4 c = texture(tex, uv);   // HLSL: tex.Sample(samp, uv)
    frag = c * tint;             // component-wise multiply tints without clipping
}
```

### 2. Scrolling UVs (animated texture) — frame-rate independent

```glsl
// Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles.
uniform sampler2D tex;
uniform float time;          // seconds, supplied by the engine
uniform vec2 scroll_speed;   // UV units per second, e.g. (0.1, 0.0)
in vec2 uv;
out vec4 frag;
void main() {
    vec2 scrolled = fract(uv + scroll_speed * time);  // HLSL: frac(...)
    frag = texture(tex, scrolled);
}
// Drive with a real time uniform, not a per-frame accumulator, so speed is stable.
```

### 3. Dissolve (threshold a noise map, glow the edge)

```glsl
// Hide pixels where noise < threshold; tint a thin band at the boundary.
uniform sampler2D tex;
uniform sampler2D noise_tex;     // grayscale noise, 0..1
uniform float amount;            // 0 = fully visible, 1 = fully dissolved
uniform float edge = 0.05;       // width of the glowing edge band
uniform vec4 edge_color;
in vec2 uv;
out vec4 frag;
void main() {
    vec4 c = texture(tex, uv);
    float n = texture(noise_tex, uv).r;
    if (n < amount) discard;                 // cut away dissolved pixels
    float e = smoothstep(amount, amount + edge, n);  // 0 at the edge -> 1 inside
    frag = mix(edge_color, c, e);            // HLSL: lerp(edge_color, c, e)
}
```

### 4. Fresnel rim light (3D) — brighten glancing angles

```glsl
// Rim = 1 where the surface faces away from the camera (silhouette glow).
in vec3 world_normal;        // normalized, world space (from the vertex stage)
in vec3 view_dir;            // normalized, surface -> camera, world space
uniform float power = 3.0;
uniform vec3 rim_color;
out vec4 frag;
void main() {
    float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power);
    frag = vec4(rim_color * f, 1.0);   // add to lighting; f peaks at the silhouette
}
// Correctness: normal and view_dir MUST be in the same space and normalized.
```

## Pitfalls

- **Mixing coordinate spaces** (lighting a world-space normal against a
  view-space light) yields subtly wrong shading. Pick one space and convert
  everything into it.
- **Forgetting to normalize** interpolated normals/directions: interpolation
  shortens vectors, so `dot()` results drift. `normalize()` in the fragment stage.
- **UV assumptions across engines.** Some engines flip V (top-left vs bottom-left
  origin); a texture may appear upside-down. Know your engine's convention.
- **Heavy branching / dynamic loops** stall GPUs. Prefer `step`/`smoothstep`/
  `mix`; reserve `if`/`discard` for genuinely cheap early-outs.
- **`discard` defeats early-Z** and can hurt performance on tiled mobile GPUs;
  prefer alpha blending where you can.
- **Precision on mobile**: `highp` vs `mediump` matters; large UVs or time values
  in low precision shimmer. Use adequate precision for coordinates and time.
- **Assuming GLSL == HLSL.** `mix`↔`lerp`, `fract`↔`frac`, `texture()`↔`.Sample()`,
  `vec2`↔`float2`, column- vs row-major matrices. See the reference mapping.

## References

- `references/effects.md` — full outline (2D sprite + 3D), vignette, and color
  grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes
  (Godot `canvas_item`/`spatial`, Unity ShaderLab/HLSL, Unreal material nodes).

## Related skills

- `godot-shaders` — Godot shading language syntax, built-ins, and screen-reading.
- `unreal-niagara` — GPU particle VFX (a different shader use).
- `procedural-gen` — the noise that drives dissolve and procedural texturing.
