Shader Router
Routes to 4 specialized GLSL shader skills based on task requirements.
Routing Protocol Classify — Identify what visual result is needed Match — Find skill(s) with highest signal match Combine — Most shaders need 2-3 skills together Load — Read matched SKILL.md files before implementation Quick Route Tier 1: Core (Always Consider) Task Type Skill Primary Signal Words Writing shaders shader-fundamentals GLSL, vertex, fragment, uniform, varying, coordinate Organic patterns shader-noise noise, procedural, terrain, clouds, turbulence, organic Tier 2: Specialized (Add When Needed) Task Type Skill Primary Signal Words Shapes/geometry shader-sdf shape, circle, box, boolean, union, morph, raymarch Visual polish shader-effects glow, bloom, chromatic, distortion, vignette, glitch Signal Matching Rules Priority Order
When multiple signals present, resolve by priority:
Explicit technique — "use simplex noise" → shader-noise Visual goal — "organic look" → shader-noise Shape need — "rounded rectangle" → shader-sdf Polish need — "add glow" → shader-effects Default — Start with shader-fundamentals Confidence Scoring High (3+ signals) — Route immediately Medium (1-2 signals) — Route with shader-fundamentals as base Low (0 signals) — Ask: "What visual effect are you trying to achieve?" Common Combinations Procedural Texture (2 skills) shader-fundamentals → Vertex/fragment setup, uniforms shader-noise → Noise functions, FBM
Wiring: Fundamentals provides shader structure, noise generates patterns.
Stylized Shape (3 skills) shader-fundamentals → Shader setup, UV handling shader-sdf → Shape definition, boolean ops shader-effects → Glow, outline, anti-aliasing
Wiring: SDF defines shape, effects add visual polish.
Terrain/Landscape (2 skills) shader-fundamentals → Vertex displacement, lighting shader-noise → Height generation, detail layers
Wiring: Noise generates heightmap, fundamentals handles displacement and shading.
Holographic/Cyberpunk (3 skills) shader-fundamentals → Fresnel, scanlines base shader-noise → Animated distortion shader-effects → Chromatic aberration, glitch, glow
Wiring: Layer multiple effects for complex visual style.
UI/Logo Animation (3 skills) shader-fundamentals → Animation timing, UV manipulation shader-sdf → Shape primitives, morphing shader-effects → Glow, dissolve, outline
Wiring: SDF creates shapes, effects add transitions.
Raymarched 3D (3 skills) shader-fundamentals → Ray setup, lighting math shader-sdf → 3D primitives, scene composition shader-noise → Surface detail, displacement
Wiring: SDF defines geometry, noise adds organic detail.
Decision Table Visual Goal Organic? Shapes? Effects? Route To Clouds Yes No Maybe fundamentals + noise Logo No Yes Yes fundamentals + sdf + effects Terrain Yes No No fundamentals + noise Fire/smoke Yes No Yes fundamentals + noise + effects UI element No Yes Yes fundamentals + sdf + effects Abstract art Yes Maybe Yes all skills 3D raymarch Maybe Yes Maybe fundamentals + sdf + (noise) Skill Dependencies shader-fundamentals (foundation) ├── shader-noise (extends fundamentals) ├── shader-sdf (extends fundamentals) └── shader-effects (extends fundamentals)
Always start with shader-fundamentals shader-noise and shader-sdf are often independent shader-effects typically applied last Visual Goal → Technique Mapping Want This Use This Natural/organic look Noise (FBM, turbulence) Geometric shapes SDF primitives Smooth morphing SDF smooth operations Infinite patterns SDF repetition Terrain height Noise + vertex displacement Water/caustics Noise + Worley Glow/bloom Effects (glow functions) Retro/CRT look Effects (scanlines, grain) Transitions SDF dissolve or Effects dissolve Outlines SDF or Effects (both have methods) Fallback Behavior Unknown technique → Start with shader-fundamentals No clear signals → Ask: "Describe the visual you're trying to create" Performance concerns → Check shader-noise optimization tips Quick Decision Flowchart User Request │ ▼ ┌─────────────────────┐ │ Writing shaders? │──Yes──▶ shader-fundamentals (always) └─────────────────────┘ │ ▼ ┌─────────────────────┐ │ Organic/natural? │──Yes──▶ + shader-noise └─────────────────────┘ │ ▼ ┌─────────────────────┐ │ Geometric shapes? │──Yes──▶ + shader-sdf └─────────────────────┘ │ ▼ ┌─────────────────────┐ │ Visual polish? │──Yes──▶ + shader-effects └─────────────────────┘
Reference
See individual skill files for detailed patterns:
/mnt/skills/user/shader-fundamentals/SKILL.md /mnt/skills/user/shader-noise/SKILL.md /mnt/skills/user/shader-sdf/SKILL.md /mnt/skills/user/shader-effects/SKILL.md