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roedyrustam/vibes-plug/glsl-shader-expert

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PublishedSeptember 11, 2026 at 02:00 PM
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version: "1.0.1" name: glsl-shader-expert description: "Expert guide for writing custom GLSL shaders (Vertex/Fragment) for WebGL using Three.js and Babylon.js. Covers shader materials, post-processing, noise, and performance optimization." author: "Roedy Rustam"


GLSL Shader Expert (WebGL 3D Graphics)

English | Bahasa Indonesia


<a name="english"></a>

English

Orchestration & Integration

Connects and orchestrates with relevant domain skills like brainstorming, zero-to-prod-orchestrator, and project-context-mapper to ensure cohesive execution.

Description

Production-grade guidance for writing and integrating custom GLSL (OpenGL Shading Language) shaders into web applications using Three.js (ShaderMaterial / RawShaderMaterial) or Babylon.js (ShaderMaterial). Focuses on creating advanced visual effects, custom lighting models, procedural textures (noise), and post-processing passes.

Trigger Conditions

Activate this skill when the user is:

  • Asking to create custom materials that standard PBR materials cannot achieve.
  • Writing Vertex or Fragment shaders in GLSL.
  • Implementing procedural generation (e.g., Perlin noise, Simplex noise) on the GPU.
  • Creating post-processing effects or screen-space shaders.
  • Optimizing GPU performance by moving CPU calculations to vertex shaders.

Core Concepts

1. The Graphics Pipeline

Understand the flow:

  1. Vertex Shader: Runs for every vertex. Used to manipulate geometry (position) and pass data (varyings) to the fragment shader. Must set gl_Position.
  2. Fragment Shader: Runs for every pixel (fragment). Used to determine color. Must set gl_FragColor.

2. Three.js ShaderMaterial Example

javascript
import * as THREE from 'three';
const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
// Standard projection
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShader = `
uniform float uTime;
varying vec2 vUv;
void main() {
// Simple animated color based on UV coordinates and time
vec3 color = vec3(vUv.x, vUv.y, sin(uTime) * 0.5 + 0.5);
gl_FragColor = vec4(color, 1.0);
}
`;
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
uTime: { value: 0 }
}
});

Note: In the render loop, you must update `material.uniforms.uTime.value += delta;`

3. Best Practices for Shaders

  • Avoid Branching: GPU threads run in lockstep (warps/wavefronts). if/else statements can cause significant performance drops. Prefer mathematical functions like step(), smoothstep(), mix(), and clamp().
  • Precision: Explicitly declare float precision (precision mediump float; or highp if necessary). Use mediump for colors/UVs to save performance, particularly on mobile.
  • Use Uniforms Wisely: Only pass data that changes per frame or per object as uniforms.

Integration with Other Skills (MANDATORY)

This skill works best when combined with:

  • web-3d-graphics-expert — For setting up the core WebGL scene in Three.js/Babylon.js.
  • web-game-engine-expert — For linking shader uniforms with physics data (e.g., impact ripples).
  • ui-ux-pro-max — For ensuring shader visual effects match the modern Web design tokens.

Referenced By Orchestrators (MANDATORY)

  • brainstorming — Add to "3D & Graphics" or "UI/UX & Design Systems".
  • zero-to-prod-orchestrator — Phase 5 (Frontend / WebGL Implementation).

<a name="bahasa-indonesia"></a>

Bahasa Indonesia

Integrasi Orkestrasi

Terhubung dan mengorkestrasi skill domain yang relevan seperti brainstorming, zero-to-prod-orchestrator, dan project-context-mapper untuk memastikan eksekusi yang kohesif.

Deskripsi

Panduan ahli untuk menulis dan mengintegrasikan shader GLSL khusus ke dalam aplikasi web menggunakan Three.js atau Babylon.js. Mencakup pembuatan Vertex Shader, Fragment Shader, efek visual prosedural, dan optimasi GPU.

Kondisi Pemicu

  • Saat pengguna ingin membuat efek visual kustom (seperti air, hologram, distorsi) yang tidak bisa dilakukan oleh material standar.
  • Menulis kode GLSL untuk ShaderMaterial.
  • Mengoptimalkan performa grafis dengan memindahkan komputasi CPU ke GPU.

Panduan Singkat

  • Vertex vs Fragment: Vertex shader mengatur posisi dan memanipulasi geometri (gl_Position), sedangkan Fragment shader mengatur pewarnaan setiap pixel (gl_FragColor).
  • Hindari If/Else: CPU sangat cepat dalam percabangan (if/else), tetapi GPU sangat lambat. Gunakan fungsi interpolasi matematika bawaan GLSL seperti step(), smoothstep(), dan mix().
  • Gunakan Uniforms: Gunakan uniforms untuk mengirim data dari JavaScript (seperti waktu, posisi mouse, atau tekstur) ke dalam shader. Update nilai uniform ini di dalam render loop.
  • Presisi (Precision): Gunakan precision mediump float; secara default untuk menyeimbangkan performa dan kualitas visual, terutama untuk optimalisasi mobile.
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