| name | shadertoy |
| description | This skill should be used when working with Shadertoy shaders, GLSL fragment shaders, or creating procedural graphics for the web. Use when writing .glsl files, implementing visual effects, creating generative art, or working with WebGL shader code. This skill provides GLSL ES syntax reference, common shader patterns, and Shadertoy-specific conventions. |
Shadertoy Shader Development
Overview
Shadertoy is a platform for creating and sharing GLSL fragment shaders that run in the browser using WebGL. This skill provides comprehensive guidance for writing shaders including GLSL ES syntax, common patterns, mathematical techniques, and best practices specific to real-time procedural graphics.
When to Use This Skill
Activate this skill when:
- Writing or editing
.glslshader files - Creating procedural graphics, generative art, or visual effects
- Working with Shadertoy.com projects or WebGL fragment shaders
- Implementing ray marching, distance fields, or procedural textures
- Debugging shader code or optimizing shader performance
- Need GLSL ES syntax reference or Shadertoy input variables
Core Concepts
Shader Entry Point
Every Shadertoy shader implements the mainImage function:
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
// fragCoord: pixel coordinates (0 to iResolution.xy)
// fragColor: output color (RGBA, typically alpha = 1.0)
vec2 uv = fragCoord / iResolution.xy;
fragColor = vec4(uv, 0.0, 1.0);
}
Shadertoy Built-in Inputs
Always available in shaders:
| Type | Name | Description |
|---|---|---|
vec3 |
iResolution |
Viewport resolution (x, y, aspect ratio) |
float |
iTime |
Current time in seconds (primary animation driver) |
float |
iTimeDelta |
Time to render one frame |
int |
iFrame |
Current frame number |
vec4 |
iMouse |
Mouse: xy = current position, zw = click position |
sampler2D |
iChannel0-iChannel3 |
Input textures/buffers |
vec3 |
iChannelResolution[4] |
Resolution of each input channel |
vec4 |
iDate |
Year, month, day, time in seconds (.xyzw) |
Coordinate System Setup
Standard patterns for normalizing coordinates:
// Aspect-corrected UV centered at origin (-1 to 1, aspect-preserved)
vec2 uv = (fragCoord.xy - 0.5 * iResolution.xy) / min(iResolution.y, iResolution.x);
// Alternative compact form:
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);
// Simple normalized (0 to 1)
vec2 uv = fragCoord / iResolution.xy;
Common Shader Patterns
1. Procedural Color Palettes
Use Inigo Quilez's cosine palette for smooth color gradients:
vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
return a + b * cos(6.28318 * (c * t + d));
}
// Example usage:
vec3 col = palette(
t,
vec3(0.5, 0.5, 0.5), // base
vec3(0.5, 0.5, 0.5), // amplitude
vec3(1.0, 1.0, 0.5), // frequency
vec3(0.8, 0.90, 0.30) // phase
);
2. Hash Functions (Pseudo-Random)
Simple 2D hash for noise and randomness:
float hash21(vec2 p) {
p = fract(p * vec2(234.34, 435.345));
p += dot(p, p + 34.23);
return fract(p.x * p.y);
}
3. Ray Marching
Standard pattern for 3D rendering via sphere tracing:
// Distance field function
float map(vec3 p) {
return length(p) - 1.0; // Sphere at origin, radius 1
}
// Normal calculation
vec3 calcNormal(vec3 p) {
vec2 e = vec2(0.001, 0.0);
return normalize(vec3(
map(p + e.xyy) - map(p - e.xyy),
map(p + e.yxy) - map(p - e.yxy),
map(p + e.yyx) - map(p - e.yyx)
));
}
// Ray marching loop
vec3 render(vec3 ro, vec3 rd) {
float t = 0.0;
for (int i = 0; i < 100; i++) {
vec3 p = ro + rd * t;
float d = map(p);
if (d < 0.001) {
// Hit - calculate lighting
vec3 n = calcNormal(p);
return n * 0.5 + 0.5; // Normal visualization
}
if (t > 10.0) break;
t += d * 0.5; // Step (0.5 factor for safety)
}
return vec3(0.0); // Miss
}
4. Rotations
2D rotation:
mat2 rot2d(float a) {
float c = cos(a), s = sin(a);
return mat2(c, -s, s, c);
}
// Usage: p.xy *= rot2d(iTime);
3D axis-angle rotation (modifies in-place):
void rot(inout vec3 p, vec3 axis, float angle) {
axis = normalize(axis);
float s = sin(angle), c = cos(angle), oc = 1.0 - c;
mat3 m = mat3(
oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c
);
p = m * p;
}
5. Domain Repetition and Folding
Create fractal-like structures:
vec3 foldRotate(vec3 p, float timeOffset) {
for (int i = 0; i < 5; i++) {
p = abs(p); // Mirror fold
rot(p, vec3(0.707, 0.707, 0.0), 0.785);
p -= 0.5; // Translate
}
return p;
}
6. Post-Processing
Vignette:
float vignette(vec2 uv) {
uv *= 1.0 - uv.yx;
return pow(uv.x * uv.y * 15.0, 0.25);
}
Film grain/dithering (reduces banding):
float dither = hash21(fragCoord + iTime) * 0.001;
finalCol += dither;
Gamma correction:
finalCol = pow(finalCol, vec3(0.45)); // ~1/2.2
Multi-Pass Rendering
For complex effects requiring temporal feedback or multiple rendering stages:
Buffer A (Computation):
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
// Generate or compute values
fragColor = vec4(computedColor, 1.0);
}
Buffer B (Feedback/Blending):
#define BUFFER_A iChannel0
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
vec4 current = texture(BUFFER_A, uv);
vec4 previous = texture(iChannel1, uv); // Self-reference
fragColor = mix(previous, current, 0.1); // Temporal blend
}
Main (Final Output):
#define BUFFER_B iChannel1
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
fragColor = texture(BUFFER_B, uv);
}
Critical GLSL ES Rules
ALWAYS follow these rules to avoid compilation errors:
- NO
fsuffix: Use1.0NOT1.0f - NO
saturate(): Useclamp(x, 0.0, 1.0)instead - Protect pow/sqrt: Wrap arguments:
pow(max(x, 0.0), p),sqrt(abs(x)) - Avoid division by zero: Check denominators or add epsilon
- Initialize variables: Don't assume default values
- Avoid name conflicts: Don't name functions like variables
- NO interactive commands: Avoid
find,grep- use Glob/Grep tools instead
Workflow Guide
Creating a New Shader
- Set up coordinate system - Choose appropriate UV normalization
- Define core effect - Implement main visual algorithm
- Add animation - Use
iTimefor temporal variation - Apply color palette - Use cosine palette or custom scheme
- Add post-processing - Vignette, dither, gamma correction
- Optimize - Reduce iterations, use early exits, minimize branches
Common Tasks
Visualizing complex numbers:
- Use the complex math functions in
references/common-patterns.md - Plot with
cx_log(),cx_pow(), or polynomial evaluation - Map complex results to color via palette
Ray marching 3D scenes:
- Define distance field in
map()function - Set up camera (ray origin
ro, ray directionrd) - March using standard loop pattern
- Calculate normals with tetrahedron method
- Apply lighting and material properties
Creating noise/organic effects:
- Use
hash21()for random values - Implement
fbm()(fractional Brownian motion) for natural variation - Combine with
sin()/cos()for structured patterns - Apply domain warping for organic distortion
Multi-layer composition:
- Render multiple passes with different parameters
- Blend layers using
mix()or custom blend modes - Add interference patterns by comparing layer differences
- Use
smoothstep()for soft transitions
Debugging Strategies
Visualize intermediate values:
fragColor = vec4(vec3(distanceField), 1.0); // Show distance
fragColor = vec4(normal * 0.5 + 0.5, 1.0); // Show normals
fragColor = vec4(fract(uv), 0.0, 1.0); // Show UV tiling
Simplify progressively:
- Comment out post-processing
- Reduce iteration counts
- Replace complex functions with simple placeholders
- Check coordinate transformations step-by-step
Check for NaN/Inf:
- Add guards:
if (isnan(value) || isinf(value)) return vec3(1.0, 0.0, 0.0); - Validate divisions and roots
Performance Optimization
- Fixed iteration counts - Avoid dynamic loops
- Early exit conditions - Break when threshold met
- Step multiplier tuning - Balance quality vs speed (0.5 to 1.0)
- Minimize texture reads - Cache repeated lookups
- Avoid conditionals - Use
mix(),step(),smoothstep()instead ofif - Reduce precision - Use
mediumporlowpwhere appropriate (mobile)
Naming Conventions
Based on observed patterns in creative work:
- Poetic/evocative names - "alien-water", "heavenly-wisp", "comprehension"
- Technical descriptors - "complex-plot", "noise-circuits", "ray-marching-demo"
- Compound phrases - "coming-apart-at-the-seams", "form-without-form"
- Lowercase with hyphens -
my-shader-name.glsl
Attribution and Forking
When forking or remixing shaders:
// Fork of "Original Name" by AuthorName. https://shadertoy.com/view/XxXxXx
// Date: YYYY-MM-DD
// License: Creative Commons (CC BY-NC-SA 4.0) [or other]
Resources
references/glsl-reference.md
Complete GLSL ES syntax reference including:
- Built-in functions (trig, math, vectors, matrices, textures)
- Shadertoy input variables specification
- Type conversions and swizzling
- Common pitfalls and corrections
Search with: Read /references/glsl-reference.md for complete language reference.
references/common-patterns.md
Comprehensive pattern library including:
- Complex number mathematics (cx_mul, cx_div, cx_sin, cx_cos, cx_log, cx_pow)
- Color palette functions (cosine palette, multi-layer palettes)
- Hash functions (hash21, PCG hash)
- Ray marching templates (render loop, normal calculation)
- 3D transformations (rotations, domain folding)
- Distance fields (sphere, box, octahedron)
- Noise functions (simplex, FBM)
- Post-processing (vignette, blur, film grain, gamma)
- Blend modes (soft light, hard light, vivid light)
- Multi-pass rendering patterns
Search with: Grep "pattern" references/common-patterns.md for specific techniques.
references/example-compact-shader.glsl
Reference implementation showing:
- Compact, algorithmic shader coding style
- Efficient ray marching in minimal code
- Advanced matrix operations and transformations
- Creative Commons licensed example
Quick Reference
#define PI 3.1415926535897932384626433832795
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// 1. Normalize coordinates
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);
// 2. Compute effect
float d = length(uv) - 0.5; // Circle distance field
vec3 col = vec3(smoothstep(0.01, 0.0, d)); // Sharp edge
// 3. Animate with time
col *= 0.5 + 0.5 * sin(iTime + uv.xyx * 3.0);
// 4. Apply palette
col = palette(col.x, vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.0));
// 5. Post-process
col = pow(col, vec3(0.45)); // Gamma
col *= vignette(fragCoord / iResolution.xy);
// 6. Output
fragColor = vec4(col, 1.0);
}
Common Shader Types in Collection
- Mathematical Visualizations - Complex number plots, function graphs
- Ray Marched 3D - Distance field rendering, folded geometries
- Procedural Textures - Noise-based patterns, organic effects
- Multi-Pass Effects - Temporal feedback, buffer composition
- Particle Systems - Point-based simulations
- 2D Patterns - Geometric, kaleidoscopic, interference effects
Tips for Creative Coding
- Start simple - Get basic structure working, then iterate
- Use time creatively -
sin(iTime),mod(iTime, period),smoothstep()transitions - Layer effects - Combine multiple techniques for richness
- Embrace accidents - Bugs often lead to interesting visuals
- Study references - Learn from existing shaders, understand techniques
- Optimize later - Prioritize visual quality first, then performance