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bbeierle12/skill-mcp-claude210 installs

shader-effects

Visual shader effects—glow/bloom, chromatic aberration, distortion, vignette, film grain, scanlines, glitch, dissolve, outline, and fresnel. Use when adding visual polish, post-processing effects, or stylized rendering to shaders.

How do I install this agent skill?

npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill shader-effects
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill is a collection of GLSL shader templates for visual effects. It contains no malicious code, network operations, or sensitive data access and is safe for use.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

  • Runlayerpass

    2 files scanned · No issues

  • ZeroLeakspass

    Score: 93/100 · 2 sections analyzed

What does this agent skill do?

Shader Effects

Visual effects that add polish, style, and atmosphere to shader output.

Quick Start

// Combine multiple effects
vec3 color = baseColor;
color = applyVignette(color, uv, 0.5);
color = applyGrain(color, uv, uTime, 0.1);
color = applyChromaticAberration(color, uv, 0.005);

Glow / Bloom

Simple Glow

// Distance-based glow
float glow(float d, float radius, float intensity) {
  return pow(radius / max(d, 0.001), intensity);
}

// Usage
float d = sdCircle(uv, 0.2);
vec3 color = vec3(glow(d, 0.1, 2.0)) * glowColor;

Bloom (Multi-sample)

// Sample in cross pattern for cheap bloom
vec3 bloom(sampler2D tex, vec2 uv, float radius) {
  vec3 color = vec3(0.0);
  float total = 0.0;
  
  for (float x = -4.0; x <= 4.0; x += 1.0) {
    for (float y = -4.0; y <= 4.0; y += 1.0) {
      float weight = 1.0 / (1.0 + length(vec2(x, y)));
      color += texture2D(tex, uv + vec2(x, y) * radius).rgb * weight;
      total += weight;
    }
  }
  
  return color / total;
}

Gaussian Blur (Separable)

// Horizontal pass
vec3 blurH(sampler2D tex, vec2 uv, float radius) {
  vec3 color = vec3(0.0);
  float weights[5] = float[](0.227, 0.194, 0.121, 0.054, 0.016);
  
  color += texture2D(tex, uv).rgb * weights[0];
  for (int i = 1; i < 5; i++) {
    vec2 offset = vec2(float(i) * radius, 0.0);
    color += texture2D(tex, uv + offset).rgb * weights[i];
    color += texture2D(tex, uv - offset).rgb * weights[i];
  }
  
  return color;
}

// Vertical pass (same, swap x/y)

Chromatic Aberration

vec3 chromaticAberration(sampler2D tex, vec2 uv, float amount) {
  vec2 dir = uv - 0.5;
  vec2 offset = dir * amount;
  
  vec3 color;
  color.r = texture2D(tex, uv + offset).r;
  color.g = texture2D(tex, uv).g;
  color.b = texture2D(tex, uv - offset).b;
  
  return color;
}

// Radial chromatic aberration (stronger at edges)
vec3 radialCA(sampler2D tex, vec2 uv, float amount) {
  vec2 dir = uv - 0.5;
  float dist = length(dir);
  vec2 offset = dir * amount * dist;
  
  vec3 color;
  color.r = texture2D(tex, uv + offset).r;
  color.g = texture2D(tex, uv).g;
  color.b = texture2D(tex, uv - offset).b;
  
  return color;
}

Distortion

Wave Distortion

vec2 waveDistort(vec2 uv, float time, float freq, float amp) {
  uv.x += sin(uv.y * freq + time) * amp;
  uv.y += cos(uv.x * freq + time) * amp;
  return uv;
}

Barrel/Pincushion Distortion

vec2 barrelDistort(vec2 uv, float amount) {
  vec2 centered = uv - 0.5;
  float r2 = dot(centered, centered);
  vec2 distorted = centered * (1.0 + amount * r2);
  return distorted + 0.5;
}

Heat Haze

vec2 heatHaze(vec2 uv, float time, float intensity) {
  float noise = snoise(vec3(uv * 10.0, time));
  return uv + vec2(noise) * intensity;
}

Ripple

vec2 ripple(vec2 uv, vec2 center, float time, float freq, float amp) {
  vec2 dir = uv - center;
  float dist = length(dir);
  float wave = sin(dist * freq - time) * amp;
  return uv + normalize(dir) * wave;
}

Vignette

vec3 vignette(vec3 color, vec2 uv, float intensity, float smoothness) {
  vec2 centered = uv - 0.5;
  float dist = length(centered);
  float vig = smoothstep(0.5, 0.5 - smoothness, dist * intensity);
  return color * vig;
}

// Colored vignette
vec3 coloredVignette(vec3 color, vec2 uv, vec3 vigColor, float intensity) {
  vec2 centered = uv - 0.5;
  float dist = length(centered);
  float vig = smoothstep(0.0, 0.5, dist * intensity);
  return mix(color, vigColor, vig);
}

Film Grain

float random(vec2 st) {
  return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}

vec3 filmGrain(vec3 color, vec2 uv, float time, float intensity) {
  float grain = random(uv + fract(time)) * 2.0 - 1.0;
  return color + grain * intensity;
}

// Animated grain (smoother)
vec3 animatedGrain(vec3 color, vec2 uv, float time, float intensity) {
  float x = (uv.x + 4.0) * (uv.y + 4.0) * (time * 10.0);
  float grain = mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005;
  return color + grain * intensity * 50.0;
}

Scanlines

vec3 scanlines(vec3 color, vec2 uv, float count, float intensity) {
  float scanline = sin(uv.y * count * 3.14159) * 0.5 + 0.5;
  return color * (1.0 - intensity + scanline * intensity);
}

// CRT-style scanlines
vec3 crtScanlines(vec3 color, vec2 fragCoord, float intensity) {
  float scanline = sin(fragCoord.y * 0.7) * 0.1 * intensity;
  float flicker = sin(uTime * 10.0) * 0.01 * intensity;
  return color * (1.0 - scanline - flicker);
}

Glitch

vec3 glitch(sampler2D tex, vec2 uv, float time, float intensity) {
  // Random block offset
  float blockTime = floor(time * 20.0);
  float blockRand = random(vec2(blockTime, 0.0));
  
  if (blockRand > 0.9) {
    // Horizontal shift
    float shift = (random(vec2(uv.y, blockTime)) - 0.5) * intensity;
    uv.x += shift;
  }
  
  // Color channel split
  vec3 color;
  color.r = texture2D(tex, uv + vec2(intensity * 0.01, 0.0)).r;
  color.g = texture2D(tex, uv).g;
  color.b = texture2D(tex, uv - vec2(intensity * 0.01, 0.0)).b;
  
  // Random color inversion blocks
  if (random(vec2(floor(uv.y * 20.0), blockTime)) > 0.98) {
    color = 1.0 - color;
  }
  
  return color;
}

// Digital glitch with blocks
vec3 blockGlitch(sampler2D tex, vec2 uv, float time, float intensity) {
  vec2 blockSize = vec2(0.1, 0.05);
  vec2 block = floor(uv / blockSize);
  float blockRand = random(block + floor(time * 10.0));
  
  if (blockRand > 1.0 - intensity * 0.1) {
    uv.x += (blockRand - 0.5) * 0.1;
  }
  
  return texture2D(tex, uv).rgb;
}

Dissolve

vec3 dissolve(vec3 color, vec2 uv, float progress, float edgeWidth, vec3 edgeColor) {
  float noise = snoise(uv * 10.0);
  
  // Discard dissolved pixels
  if (noise < progress) {
    discard;
  }
  
  // Edge glow
  float edge = smoothstep(progress, progress + edgeWidth, noise);
  return mix(edgeColor, color, edge);
}

// With alpha instead of discard
vec4 dissolveAlpha(vec3 color, vec2 uv, float progress, float edgeWidth, vec3 edgeColor) {
  float noise = snoise(uv * 10.0);
  
  float alpha = smoothstep(progress - edgeWidth, progress, noise);
  float edge = smoothstep(progress, progress + edgeWidth, noise);
  vec3 finalColor = mix(edgeColor, color, edge);
  
  return vec4(finalColor, alpha);
}

Outline

// SDF-based outline
vec3 sdfOutline(float d, vec3 fillColor, vec3 outlineColor, float outlineWidth) {
  float aa = fwidth(d);
  float fill = smoothstep(aa, -aa, d);
  float outline = smoothstep(aa, -aa, abs(d) - outlineWidth);
  
  return mix(vec3(0.0), mix(outlineColor, fillColor, fill), max(fill, outline));
}

// Texture-based outline (sample neighbors)
float textureOutline(sampler2D tex, vec2 uv, float thickness) {
  float alpha = texture2D(tex, uv).a;
  
  float outline = 0.0;
  for (float x = -1.0; x <= 1.0; x += 1.0) {
    for (float y = -1.0; y <= 1.0; y += 1.0) {
      outline += texture2D(tex, uv + vec2(x, y) * thickness).a;
    }
  }
  
  return clamp(outline - alpha * 9.0, 0.0, 1.0);
}

Fresnel / Rim Light

// 3D fresnel (needs view direction and normal)
float fresnel(vec3 viewDir, vec3 normal, float power) {
  return pow(1.0 - max(dot(viewDir, normal), 0.0), power);
}

// 2D fake fresnel (based on UV distance from center)
float fakeFresnel2D(vec2 uv, float power) {
  vec2 centered = uv - 0.5;
  float dist = length(centered) * 2.0;
  return pow(dist, power);
}

// Usage
vec3 color = baseColor;
float rim = fresnel(viewDir, normal, 3.0);
color += rimColor * rim * rimIntensity;

Color Grading

Contrast / Brightness / Saturation

vec3 adjustContrast(vec3 color, float contrast) {
  return (color - 0.5) * contrast + 0.5;
}

vec3 adjustBrightness(vec3 color, float brightness) {
  return color + brightness;
}

vec3 adjustSaturation(vec3 color, float saturation) {
  float gray = dot(color, vec3(0.299, 0.587, 0.114));
  return mix(vec3(gray), color, saturation);
}

Color Remap

vec3 colorRemap(vec3 color, vec3 shadowColor, vec3 highlightColor) {
  float luma = dot(color, vec3(0.299, 0.587, 0.114));
  return mix(shadowColor, highlightColor, luma);
}

Posterize

vec3 posterize(vec3 color, float levels) {
  return floor(color * levels) / levels;
}

Dithering

// Bayer 4x4 dithering
float bayer4x4(vec2 fragCoord) {
  int x = int(mod(fragCoord.x, 4.0));
  int y = int(mod(fragCoord.y, 4.0));
  
  int bayer[16] = int[](
    0, 8, 2, 10,
    12, 4, 14, 6,
    3, 11, 1, 9,
    15, 7, 13, 5
  );
  
  return float(bayer[y * 4 + x]) / 16.0;
}

vec3 dither(vec3 color, vec2 fragCoord, float levels) {
  float threshold = bayer4x4(fragCoord);
  return floor(color * levels + threshold) / levels;
}

Combining Effects

vec3 applyEffects(vec3 color, vec2 uv, float time) {
  // Order matters!
  
  // 1. Distortion (modify UVs first)
  // Already applied to texture sampling
  
  // 2. Color adjustments
  color = adjustContrast(color, 1.1);
  color = adjustSaturation(color, 1.2);
  
  // 3. Chromatic aberration
  // (apply during texture sampling)
  
  // 4. Vignette
  color = vignette(color, uv, 1.2, 0.4);
  
  // 5. Film grain (last, before final output)
  color = filmGrain(color, uv, time, 0.05);
  
  return color;
}

File Structure

shader-effects/
├── SKILL.md
├── references/
│   ├── effect-order.md       # Recommended effect ordering
│   └── performance.md        # Effect costs
└── scripts/
    ├── effects/
    │   ├── glow.glsl         # Glow/bloom
    │   ├── distortion.glsl   # Distortion effects
    │   ├── color.glsl        # Color grading
    │   └── retro.glsl        # CRT/retro effects
    └── examples/
        ├── cyberpunk.glsl    # Cyberpunk style combo
        └── vintage.glsl      # Vintage film look

Reference

  • references/effect-order.md — Recommended order for combining effects
  • references/performance.md — Performance cost of each effect

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/bbeierle12/skill-mcp-claude/shader-effects">View shader-effects on skillZs</a>