shader-dev▌
minimax-ai/skills · updated Apr 8, 2026
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A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
Shader Craft
A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
Invocation
/shader-dev <request>
$ARGUMENTS contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").
Skill Structure
shader-dev/
├── SKILL.md # Core skill (this file)
├── techniques/ # Implementation guides (read per routing table)
│ ├── ray-marching.md # Sphere tracing with SDF
│ ├── sdf-3d.md # 3D signed distance functions
│ ├── lighting-model.md # PBR, Phong, toon shading
│ ├── procedural-noise.md # Perlin, Simplex, FBM
│ └── ... # 34 more technique files
└── reference/ # Detailed guides (read as needed)
├── ray-marching.md # Math derivations & advanced patterns
├── sdf-3d.md # Extended SDF theory
├── lighting-model.md # Lighting math deep-dive
├── procedural-noise.md # Noise function theory
└── ... # 34 more reference files
How to Use
- Read the Technique Routing Table below to identify which technique(s) match the user's request
- Read the relevant file(s) from
techniques/— each file contains core principles, implementation steps, and complete code templates - If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to
reference/ - Apply the WebGL2 Adaptation Rules below when generating standalone HTML pages
Technique Routing Table
| User wants to create... | Primary technique | Combine with |
|---|---|---|
| 3D objects / scenes from math | ray-marching + sdf-3d | lighting-model, shadow-techniques |
| Complex 3D shapes (booleans, blends) | csg-boolean-operations | sdf-3d, ray-marching |
| Infinite repeating patterns in 3D | domain-repetition | sdf-3d, ray-marching |
| Organic / warped shapes | domain-warping | procedural-noise |
| Fluid / smoke / ink effects | fluid-simulation | multipass-buffer |
| Particle effects (fire, sparks, snow) | particle-system | procedural-noise, color-palette |
| Physically-based simulations | simulation-physics | multipass-buffer |
| Game of Life / reaction-diffusion | cellular-automata | multipass-buffer, color-palette |
| Ocean / water surface | water-ocean | atmospheric-scattering, lighting-model |
| Terrain / landscape | terrain-rendering | atmospheric-scattering, procedural-noise |
| Clouds / fog / volumetric fire | volumetric-rendering | procedural-noise, atmospheric-scattering |
| Sky / sunset / atmosphere | atmospheric-scattering | volumetric-rendering |
| Realistic lighting (PBR, Phong) | lighting-model | shadow-techniques, ambient-occlusion |
| Shadows (soft / hard) | shadow-techniques | lighting-model |
| Ambient occlusion | ambient-occlusion | lighting-model, normal-estimation |
| Path tracing / global illumination | path-tracing-gi | analytic-ray-tracing, multipass-buffer |
| Precise ray-geometry intersections | analytic-ray-tracing | lighting-model |
| Voxel worlds (Minecraft-style) | voxel-rendering | lighting-model, shadow-techniques |
| Noise / FBM textures | procedural-noise | domain-warping |
| Tiled 2D patterns | procedural-2d-pattern | polar-uv-manipulation |
| Voronoi / cell patterns | voronoi-cellular-noise | color-palette |
| Fractals (Mandelbrot, Julia, 3D) | fractal-rendering | color-palette, polar-uv-manipulation |
| Color grading / palettes | color-palette | — |
| Bloom / tone mapping / glitch | post-processing | multipass-buffer |
| Multi-pass ping-pong buffers | multipass-buffer | — |
| Texture / sampling techniques | texture-sampling | — |
| Camera / matrix transforms | matrix-transform | — |
| Surface normals | normal-estimation | — |
| Polar coords / kaleidoscope | polar-uv-manipulation | procedural-2d-pattern |
| 2D shapes / UI from SDF | sdf-2d | color-palette |
| Procedural audio / music | sound-synthesis | — |
| SDF tricks / optimization | sdf-tricks | sdf-3d, ray-marching |
| Anti-aliased rendering | anti-aliasing | sdf-2d, post-processing |
| Depth of field / motion blur / lens effects | camera-effects | post-processing, multipass-buffer |
| Advanced texture mapping / no-tile textures | texture-mapping-advanced | terrain-rendering, texture-sampling |
| WebGL2 shader errors / debugging | webgl-pitfalls | — |
Technique Index
Geometry & SDF
- sdf-2d — 2D signed distance functions for shapes, UI, anti-aliased rendering
- sdf-3d — 3D signed distance functions for real-time implicit surface modeling
- csg-boolean-operations — Constructive solid geometry: union, subtraction, intersection with smooth blending
- domain-repetition — Infinite space repetition, folding, and limited tiling
- domain-warping — Distort domains with noise for organic, flowing shapes
- sdf-tricks — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization
Ray Casting & Lighting
- ray-marching — Sphere tracing with SDF for 3D scene rendering
- analytic-ray-tracing — Closed-form ray-primitive intersections (sphere, plane, box, torus)
- path-tracing-gi — Monte Carlo path tracing for photorealistic global illumination
- lighting-model — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading
- shadow-techniques — Hard shadows, soft shadows (penumbra estimation), cascade shadows
- ambient-occlusion — SDF-based AO, screen-space AO approximation
- normal-estimation — Finite-difference normals, tetrahedron technique
Simulation & Physics
- fluid-simulation — Navier-Stokes fluid solver with advection, diffusion, pressure projection
- simulation-physics — GPU-based physics: springs, cloth, N-body gravity, collision
- particle-system — Stateless and stateful particle systems (fire, rain, sparks, galaxies)
- cellular-automata — Game of Life, reaction-diffusion (Turing patterns), sand simulation
Natural Phenomena
- water-ocean — Gerstner waves, FFT ocean, caustics, underwater fog
- terrain-rendering — Heightfield ray marching, FBM terrain, erosion
- atmospheric-scattering — Rayleigh/Mie scattering, god rays, SSS approximation
- volumetric-rendering — Volume ray marching for clouds, fog, fire, explosions
Procedural Generation
- procedural-noise — Value noise, Perlin, Simplex, Worley, FBM, ridged noise
- procedural-2d-pattern — Brick, hexagon, truchet, Islamic geometric patterns
- voronoi-cellular-noise — Voronoi diagrams, Worley noise, cracked earth, crystal
- fractal-rendering — Mandelbrot, Julia sets, 3D fractals (Mandelbox, Mandelbulb)
- color-palette — Cosine palettes, HSL/HSV/Oklab, dynamic color mapping
Post-Processing & Infrastructure
- post-processing — Bloom, tone mapping (ACES, Reinhard), vignette, chromatic aberration, glitch
- multipass-buffer — Ping-pong FBO setup, state persistence across frames
- texture-sampling — Bilinear, bicubic, mipmap, procedural texture lookup
- matrix-transform — Camera look-at, projection, rotation, orbit controls
- polar-uv-manipulation — Polar/log-polar coordinates, kaleidoscope, spiral mapping
- anti-aliasing — SSAA, SDF analytical AA, temporal anti-aliasing (TAA), FXAA post-process
- camera-effects — Depth of field (thin lens), motion blur, lens distortion, film grain, vignette
- texture-mapping-advanced — Biplanar mapping, texture repetition avoidance, ray differential filtering
Audio
- sound-synthesis — Procedural audio in GLSL: oscillators, envelopes, filters, FM synthesis
Debugging & Validation
- webgl-pitfalls — Common WebGL2/GLSL errors:
fragCoord,main()wrapper, function order, macro limitations, uniform null
WebGL2 Adaptation Rules
All technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:
Shader Version & Output
- Use
canvas.getContext("webgl2") - Shader first line:
#version 300 es, fragment shader addsprecision highp float; - Fragment shader must declare:
out vec4 fragColor; - Vertex shader:
attribute→in,varying→out - Fragment shader:
varying→in,gl_FragColor→fragColor,texture2D()→texture()
Fragment Coordinate
- Use
gl_FragCoord.xyinstead offragCoord(WebGL2 does not havefragCoordbuilt-in)
// WRONG
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
// CORRECT
vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;
main() Wrapper for ShaderToy Templates
- ShaderToy uses
void mainImage(out vec4 fragColor, in vec2 fragCoord) - WebGL2 requires standard
void main()entry point — always wrap mainImage:
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// shader code...
fragColor = vec4(col, 1.0);
}
void main() {
mainImage(fragColor, gl_FragCoord.xy);
}
Function Declaration Order
- GLSL requires functions to be declared before use — either declare before use or reorder:
// WRONG — getAtmosphere() calls getSunDirection() before it's defined
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!
vec3 getSunDirection() { return normalize(vec3(1.0)); }
// CORRECT — define callee first
vec3 getSunDirection() { return normalize(vec3(1.0)); }
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works
Macro Limitations
#definecannot use function calls — useconstinstead:
// WRONG
#define SUN_DIR normalize(How to use shader-dev on Cursor
AI-first code editor with Composer
Prerequisites
Before installing skills in Cursor, ensure your development environment meets these requirements:
- ›Cursor installed and configured on your development machine
- ›Node.js version 16.0+ with npm package manager (verify with
node --version) - ›Active project directory or workspace where you want to add shader-dev
Execute installation command
Execute the skills CLI command in your project's root directory to begin installation:
The skills CLI fetches shader-dev from GitHub repository minimax-ai/skills and configures it for Cursor.
Select Cursor when prompted
The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:
Verify installation
Confirm successful installation by checking the skill directory location:
Reload or restart Cursor to activate shader-dev. Access the skill through slash commands (e.g., /shader-dev) or your agent's skill management interface.
Security & Verification Notice
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your development environment. Always verify the publisher's identity, review recent commits, and test in isolated environments before production deployment.
List & Monetize Your Skill
Submit your Claude Code skill and start earning
Use Cases▌
User Story & Requirements Generation
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Competitive Analysis
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Roadmap Prioritization
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
Make data-driven prioritization decisions faster
Stakeholder Communication
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Implementation Guide▌
Prerequisites
- ›Claude Desktop or compatible AI client
- ›Access to product documentation and roadmap tools (Jira, Notion, etc.)
- ›Understanding of product management frameworks (RICE, Jobs-to-be-Done, etc.)
- ›Stakeholder contact information and communication channels
Time Estimate
30-60 minutes to see productivity improvements
Installation Steps
- 1.Install product management skill
- 2.Start with user story generation for known feature
- 3.Progress to competitive analysis: research 2-3 competitors
- 4.Use for roadmap prioritization: apply RICE/ICE scoring
- 5.Draft stakeholder communications and refine based on feedback
- 6.Build template library for recurring PM tasks
- 7.Share effective prompts with product team
Common Pitfalls
- ⚠Not validating competitive research—verify facts before sharing
- ⚠Accepting user stories without involving engineering team
- ⚠Over-relying on frameworks without qualitative judgment
- ⚠Not customizing outputs to company culture and communication style
- ⚠Skipping stakeholder validation of generated requirements
Best Practices▌
✓ Do
- +Validate research and competitive analysis with real data
- +Collaborate with engineering when generating technical requirements
- +Customize frameworks and templates to your company context
- +Use skill for first drafts, refine with stakeholder input
- +Document successful prompt patterns for PM tasks
- +Combine AI efficiency with human judgment and intuition
✗ Don't
- −Don't publish competitive analysis without fact-checking
- −Don't finalize user stories without engineering review
- −Don't make prioritization decisions solely on AI scoring
- −Don't skip customer validation of generated requirements
- −Don't ignore company-specific context and culture
💡 Pro Tips
- ★Provide context: company goals, constraints, customer feedback
- ★Ask for alternatives: 'Show 3 ways to prioritize this roadmap'
- ★Request stakeholder-specific formatting: 'Executive summary vs. engineering spec'
- ★Use skill for 70% generation + 30% customization to company needs
When to Use This▌
✓ Use When
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid When
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
Learning Path▌
- 1Basic: user stories, feature specs, status updates
- 2Intermediate: competitive analysis, prioritization frameworks, PRDs
- 3Advanced: product strategy, go-to-market planning, OKR setting
- 4Expert: product vision, market positioning, business model innovation
Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
Ratings
4.8★★★★★64 reviews- ★★★★★Sophia Jackson· Dec 24, 2024
I recommend shader-dev for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Noah Huang· Dec 20, 2024
shader-dev reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Alexander Park· Dec 16, 2024
Registry listing for shader-dev matched our evaluation — installs cleanly and behaves as described in the markdown.
- ★★★★★Ganesh Mohane· Dec 12, 2024
shader-dev is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★Alexander Haddad· Dec 12, 2024
Keeps context tight: shader-dev is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Sofia Patel· Nov 15, 2024
shader-dev fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Xiao Gonzalez· Nov 11, 2024
Registry listing for shader-dev matched our evaluation — installs cleanly and behaves as described in the markdown.
- ★★★★★Naina Tandon· Nov 7, 2024
shader-dev reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Sakshi Patil· Nov 3, 2024
Keeps context tight: shader-dev is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Naina Srinivasan· Nov 3, 2024
shader-dev is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
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