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shader-programming-glsl

Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects.

Shader Programming GLSL

Overview

A comprehensive guide to writing GPU shaders using GLSL (OpenGL Shading Language). Learn syntax, uniforms, varying variables, and key mathematical concepts like swizzling and vector operations for visual effects.

When to Use This Skill

  • Use when creating custom visual effects in WebGL, Three.js, or game engines.
  • Use when optimizing graphics rendering performance.
  • Use when implementing post-processing effects (blur, bloom, color correction).
  • Use when procedurally generating textures or geometry on the GPU.

Step-by-Step Guide

1. Structure: Vertex vs. Fragment

Understand the pipeline:

  • Vertex Shader: Transforms 3D coordinates to 2D screen space (gl_Position).
  • Fragment Shader: Colors individual pixels (gl_FragColor).
// Vertex Shader (basic)
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// Fragment Shader (basic)
uniform vec3 color;

void main() {
    gl_FragColor = vec4(color, 1.0);
}

2. Uniforms and Varyings

  • uniform: Data constant for all vertices/fragments (passed from CPU).
  • varying: Data interpolated from vertex to fragment shader.
// Passing UV coordinates
varying vec2 vUv;

// In Vertex Shader
void main() {
    vUv = uv;

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Details

Sourcecommunity
License
Risk labelsafe ("critical" means the skill may run commands or touch files — read before use)
FilesSKILL.md
Added2026-02-27

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