@rosetears/aili-pi 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +109 -0
- package/THIRD_PARTY_NOTICES.md +64 -0
- package/extensions/index.ts +6 -0
- package/install.sh +5 -0
- package/manifests/adapter-evidence.json +45 -0
- package/manifests/capabilities.json +124 -0
- package/manifests/live-verification.json +26 -0
- package/manifests/provenance.json +71 -0
- package/manifests/roles.json +474 -0
- package/manifests/sbom.json +7797 -0
- package/manifests/skill-compatibility.json +8100 -0
- package/manifests/subagent-provenance.json +37 -0
- package/package.json +91 -0
- package/prompts/build.md +8 -0
- package/prompts/define.md +8 -0
- package/prompts/ideate.md +8 -0
- package/prompts/local-review.md +8 -0
- package/prompts/ship.md +8 -0
- package/roles/agent-evaluator.md +47 -0
- package/roles/ai-regression-scout.md +47 -0
- package/roles/browser-qa-runner.md +47 -0
- package/roles/code-reviewer.md +47 -0
- package/roles/code-scout.md +47 -0
- package/roles/convergence-reviewer.md +55 -0
- package/roles/doc-researcher.md +47 -0
- package/roles/e2e-artifact-runner.md +47 -0
- package/roles/implementer.md +47 -0
- package/roles/opensource-sanitizer.md +47 -0
- package/roles/plan-auditor.md +47 -0
- package/roles/pr-test-analyzer.md +47 -0
- package/roles/security-auditor.md +47 -0
- package/roles/silent-failure-reviewer.md +47 -0
- package/roles/spec-miner.md +47 -0
- package/roles/test-coverage-reviewer.md +47 -0
- package/roles/test-engineer.md +48 -0
- package/roles/web-performance-auditor.md +47 -0
- package/roles/web-researcher.md +47 -0
- package/scripts/apply-adapter-evidence.ts +73 -0
- package/scripts/bootstrap.sh +180 -0
- package/scripts/generate-provenance.ts +143 -0
- package/scripts/local-package-e2e.ts +51 -0
- package/scripts/sync-roles.ts +213 -0
- package/scripts/sync-skills.ts +356 -0
- package/scripts/validate-runtime.ts +11 -0
- package/skills/academic-paper-review/SKILL.md +81 -0
- package/skills/agents-md-initialization/SKILL.md +121 -0
- package/skills/agents-md-initialization/references/agents-template.md +83 -0
- package/skills/agents-md-initialization/references/agents_md.py +215 -0
- package/skills/ai-regression-scout/SKILL.md +24 -0
- package/skills/aili-delivery-flow/SKILL.md +125 -0
- package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
- package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
- package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
- package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
- package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
- package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
- package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
- package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
- package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
- package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
- package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
- package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
- package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
- package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
- package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
- package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
- package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
- package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
- package/skills/android-native-dev/SKILL.md +722 -0
- package/skills/android-native-dev/references/accessibility.md +209 -0
- package/skills/android-native-dev/references/adaptive-screens.md +231 -0
- package/skills/android-native-dev/references/design-style-guide.md +365 -0
- package/skills/android-native-dev/references/functional-requirements.md +229 -0
- package/skills/android-native-dev/references/motion-system.md +203 -0
- package/skills/android-native-dev/references/performance-stability.md +223 -0
- package/skills/android-native-dev/references/privacy-security.md +244 -0
- package/skills/android-native-dev/references/testing.md +554 -0
- package/skills/android-native-dev/references/visual-design.md +246 -0
- package/skills/api-and-interface-design/SKILL.md +318 -0
- package/skills/browser-qa/SKILL.md +32 -0
- package/skills/browser-testing-with-devtools/SKILL.md +323 -0
- package/skills/build-failure-repair/SKILL.md +49 -0
- package/skills/chart-visualization/SKILL.md +73 -0
- package/skills/ci-cd-and-automation/SKILL.md +353 -0
- package/skills/code-review-and-quality/SKILL.md +375 -0
- package/skills/code-review-quality-gates/SKILL.md +132 -0
- package/skills/code-simplification/SKILL.md +371 -0
- package/skills/comment-accuracy-review/SKILL.md +37 -0
- package/skills/consulting-analysis/SKILL.md +69 -0
- package/skills/context-engineering/SKILL.md +375 -0
- package/skills/coverage-review/SKILL.md +24 -0
- package/skills/data-analysis/SKILL.md +74 -0
- package/skills/deprecation-and-migration/SKILL.md +222 -0
- package/skills/documentation-and-adrs/SKILL.md +330 -0
- package/skills/e2e-artifact-handling/SKILL.md +30 -0
- package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
- package/skills/explain-by-allegory/SKILL.md +99 -0
- package/skills/flutter-dev/SKILL.md +162 -0
- package/skills/flutter-dev/references/animations.md +497 -0
- package/skills/flutter-dev/references/bloc-state.md +281 -0
- package/skills/flutter-dev/references/forms.md +656 -0
- package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
- package/skills/flutter-dev/references/localization.md +510 -0
- package/skills/flutter-dev/references/networking.md +566 -0
- package/skills/flutter-dev/references/performance.md +305 -0
- package/skills/flutter-dev/references/platform-specific.md +417 -0
- package/skills/flutter-dev/references/project-structure.md +273 -0
- package/skills/flutter-dev/references/riverpod-state.md +232 -0
- package/skills/flutter-dev/references/testing.md +364 -0
- package/skills/flutter-dev/references/widget-patterns.md +233 -0
- package/skills/frontend-dev/SKILL.md +468 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
- package/skills/frontend-dev/references/env-setup.md +33 -0
- package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
- package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
- package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
- package/skills/frontend-dev/references/minimax-tts-guide.md +78 -0
- package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
- package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
- package/skills/frontend-dev/references/motion-recipes.md +407 -0
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- package/skills/frontend-dev/scripts/minimax_image.py +137 -0
- package/skills/frontend-dev/scripts/minimax_music.py +157 -0
- package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
- package/skills/frontend-dev/scripts/minimax_video.py +187 -0
- package/skills/frontend-dev/templates/generator_template.js +223 -0
- package/skills/frontend-dev/templates/viewer.html +599 -0
- package/skills/frontend-ui-engineering/SKILL.md +367 -0
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name: shader-dev
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A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
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## Natural-Language Usage
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Use this OpenCode skill when the user asks for shader work in natural language, such as "create a raymarched SDF scene with soft shadows".
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## Routing Boundary
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Use this skill only for GLSL, WebGL shader code, ShaderToy-compatible effects, SDF/ray marching, procedural noise, particles, fluid/physics simulations, and shader post-processing. Do not use it for generic frontend animation, CSS transitions, Lottie, canvas UI, or motion design unless shader code is explicitly required; route those to `frontend-dev` or `frontend-ui-engineering` as appropriate.
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│ └── ... # 34 more technique files
|
|
29
|
+
└── reference/ # Detailed guides (read as needed)
|
|
30
|
+
├── ray-marching.md # Math derivations & advanced patterns
|
|
31
|
+
├── sdf-3d.md # Extended SDF theory
|
|
32
|
+
├── lighting-model.md # Lighting math deep-dive
|
|
33
|
+
├── procedural-noise.md # Noise function theory
|
|
34
|
+
└── ... # 34 more reference files
|
|
35
|
+
```
|
|
36
|
+
|
|
37
|
+
## How to Use
|
|
38
|
+
|
|
39
|
+
1. Read the **Technique Routing Table** below to identify which technique(s) match the user's request
|
|
40
|
+
2. Read the relevant file(s) from `techniques/` — each file contains core principles, implementation steps, and complete code templates
|
|
41
|
+
3. If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to `reference/`
|
|
42
|
+
4. Apply the **WebGL2 Adaptation Rules** below when generating standalone HTML pages
|
|
43
|
+
|
|
44
|
+
🔴 **CHECKPOINT — Technique and performance budget:** before writing shader code, state the chosen technique stack, target runtime (ShaderToy vs standalone WebGL2), resolution/performance target, maximum loop counts, and required interaction/audio/multipass buffers. If the visual target or perf budget is unclear, ask before implementing.
|
|
45
|
+
|
|
46
|
+
## Technique Routing Table
|
|
47
|
+
|
|
48
|
+
| User wants to create... | Primary technique | Combine with |
|
|
49
|
+
|---|---|---|
|
|
50
|
+
| 3D objects / scenes from math | [ray-marching](techniques/ray-marching.md) + [sdf-3d](techniques/sdf-3d.md) | lighting-model, shadow-techniques |
|
|
51
|
+
| Complex 3D shapes (booleans, blends) | [csg-boolean-operations](techniques/csg-boolean-operations.md) | sdf-3d, ray-marching |
|
|
52
|
+
| Infinite repeating patterns in 3D | [domain-repetition](techniques/domain-repetition.md) | sdf-3d, ray-marching |
|
|
53
|
+
| Organic / warped shapes | [domain-warping](techniques/domain-warping.md) | procedural-noise |
|
|
54
|
+
| Fluid / smoke / ink effects | [fluid-simulation](techniques/fluid-simulation.md) | multipass-buffer |
|
|
55
|
+
| Particle effects (fire, sparks, snow) | [particle-system](techniques/particle-system.md) | procedural-noise, color-palette |
|
|
56
|
+
| Physically-based simulations | [simulation-physics](techniques/simulation-physics.md) | multipass-buffer |
|
|
57
|
+
| Game of Life / reaction-diffusion | [cellular-automata](techniques/cellular-automata.md) | multipass-buffer, color-palette |
|
|
58
|
+
| Ocean / water surface | [water-ocean](techniques/water-ocean.md) | atmospheric-scattering, lighting-model |
|
|
59
|
+
| Terrain / landscape | [terrain-rendering](techniques/terrain-rendering.md) | atmospheric-scattering, procedural-noise |
|
|
60
|
+
| Clouds / fog / volumetric fire | [volumetric-rendering](techniques/volumetric-rendering.md) | procedural-noise, atmospheric-scattering |
|
|
61
|
+
| Sky / sunset / atmosphere | [atmospheric-scattering](techniques/atmospheric-scattering.md) | volumetric-rendering |
|
|
62
|
+
| Realistic lighting (PBR, Phong) | [lighting-model](techniques/lighting-model.md) | shadow-techniques, ambient-occlusion |
|
|
63
|
+
| Shadows (soft / hard) | [shadow-techniques](techniques/shadow-techniques.md) | lighting-model |
|
|
64
|
+
| Ambient occlusion | [ambient-occlusion](techniques/ambient-occlusion.md) | lighting-model, normal-estimation |
|
|
65
|
+
| Path tracing / global illumination | [path-tracing-gi](techniques/path-tracing-gi.md) | analytic-ray-tracing, multipass-buffer |
|
|
66
|
+
| Precise ray-geometry intersections | [analytic-ray-tracing](techniques/analytic-ray-tracing.md) | lighting-model |
|
|
67
|
+
| Voxel worlds (Minecraft-style) | [voxel-rendering](techniques/voxel-rendering.md) | lighting-model, shadow-techniques |
|
|
68
|
+
| Noise / FBM textures | [procedural-noise](techniques/procedural-noise.md) | domain-warping |
|
|
69
|
+
| Tiled 2D patterns | [procedural-2d-pattern](techniques/procedural-2d-pattern.md) | polar-uv-manipulation |
|
|
70
|
+
| Voronoi / cell patterns | [voronoi-cellular-noise](techniques/voronoi-cellular-noise.md) | color-palette |
|
|
71
|
+
| Fractals (Mandelbrot, Julia, 3D) | [fractal-rendering](techniques/fractal-rendering.md) | color-palette, polar-uv-manipulation |
|
|
72
|
+
| Color grading / palettes | [color-palette](techniques/color-palette.md) | — |
|
|
73
|
+
| Bloom / tone mapping / glitch | [post-processing](techniques/post-processing.md) | multipass-buffer |
|
|
74
|
+
| Multi-pass ping-pong buffers | [multipass-buffer](techniques/multipass-buffer.md) | — |
|
|
75
|
+
| Texture / sampling techniques | [texture-sampling](techniques/texture-sampling.md) | — |
|
|
76
|
+
| Camera / matrix transforms | [matrix-transform](techniques/matrix-transform.md) | — |
|
|
77
|
+
| Surface normals | [normal-estimation](techniques/normal-estimation.md) | — |
|
|
78
|
+
| Polar coords / kaleidoscope | [polar-uv-manipulation](techniques/polar-uv-manipulation.md) | procedural-2d-pattern |
|
|
79
|
+
| 2D shapes / UI from SDF | [sdf-2d](techniques/sdf-2d.md) | color-palette |
|
|
80
|
+
| Procedural audio / music | [sound-synthesis](techniques/sound-synthesis.md) | — |
|
|
81
|
+
| SDF tricks / optimization | [sdf-tricks](techniques/sdf-tricks.md) | sdf-3d, ray-marching |
|
|
82
|
+
| Anti-aliased rendering | [anti-aliasing](techniques/anti-aliasing.md) | sdf-2d, post-processing |
|
|
83
|
+
| Depth of field / motion blur / lens effects | [camera-effects](techniques/camera-effects.md) | post-processing, multipass-buffer |
|
|
84
|
+
| Advanced texture mapping / no-tile textures | [texture-mapping-advanced](techniques/texture-mapping-advanced.md) | terrain-rendering, texture-sampling |
|
|
85
|
+
| WebGL2 shader errors / debugging | [webgl-pitfalls](techniques/webgl-pitfalls.md) | — |
|
|
86
|
+
|
|
87
|
+
## Technique Index
|
|
88
|
+
|
|
89
|
+
### Geometry & SDF
|
|
90
|
+
- **sdf-2d** — 2D signed distance functions for shapes, UI, anti-aliased rendering
|
|
91
|
+
- **sdf-3d** — 3D signed distance functions for real-time implicit surface modeling
|
|
92
|
+
- **csg-boolean-operations** — Constructive solid geometry: union, subtraction, intersection with smooth blending
|
|
93
|
+
- **domain-repetition** — Infinite space repetition, folding, and limited tiling
|
|
94
|
+
- **domain-warping** — Distort domains with noise for organic, flowing shapes
|
|
95
|
+
- **sdf-tricks** — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization
|
|
96
|
+
|
|
97
|
+
### Ray Casting & Lighting
|
|
98
|
+
- **ray-marching** — Sphere tracing with SDF for 3D scene rendering
|
|
99
|
+
- **analytic-ray-tracing** — Closed-form ray-primitive intersections (sphere, plane, box, torus)
|
|
100
|
+
- **path-tracing-gi** — Monte Carlo path tracing for photorealistic global illumination
|
|
101
|
+
- **lighting-model** — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading
|
|
102
|
+
- **shadow-techniques** — Hard shadows, soft shadows (penumbra estimation), cascade shadows
|
|
103
|
+
- **ambient-occlusion** — SDF-based AO, screen-space AO approximation
|
|
104
|
+
- **normal-estimation** — Finite-difference normals, tetrahedron technique
|
|
105
|
+
|
|
106
|
+
### Simulation & Physics
|
|
107
|
+
- **fluid-simulation** — Navier-Stokes fluid solver with advection, diffusion, pressure projection
|
|
108
|
+
- **simulation-physics** — GPU-based physics: springs, cloth, N-body gravity, collision
|
|
109
|
+
- **particle-system** — Stateless and stateful particle systems (fire, rain, sparks, galaxies)
|
|
110
|
+
- **cellular-automata** — Game of Life, reaction-diffusion (Turing patterns), sand simulation
|
|
111
|
+
|
|
112
|
+
### Natural Phenomena
|
|
113
|
+
- **water-ocean** — Gerstner waves, FFT ocean, caustics, underwater fog
|
|
114
|
+
- **terrain-rendering** — Heightfield ray marching, FBM terrain, erosion
|
|
115
|
+
- **atmospheric-scattering** — Rayleigh/Mie scattering, god rays, SSS approximation
|
|
116
|
+
- **volumetric-rendering** — Volume ray marching for clouds, fog, fire, explosions
|
|
117
|
+
|
|
118
|
+
### Procedural Generation
|
|
119
|
+
- **procedural-noise** — Value noise, Perlin, Simplex, Worley, FBM, ridged noise
|
|
120
|
+
- **procedural-2d-pattern** — Brick, hexagon, truchet, Islamic geometric patterns
|
|
121
|
+
- **voronoi-cellular-noise** — Voronoi diagrams, Worley noise, cracked earth, crystal
|
|
122
|
+
- **fractal-rendering** — Mandelbrot, Julia sets, 3D fractals (Mandelbox, Mandelbulb)
|
|
123
|
+
- **color-palette** — Cosine palettes, HSL/HSV/Oklab, dynamic color mapping
|
|
124
|
+
|
|
125
|
+
### Post-Processing & Infrastructure
|
|
126
|
+
- **post-processing** — Bloom, tone mapping (ACES, Reinhard), vignette, chromatic aberration, glitch
|
|
127
|
+
- **multipass-buffer** — Ping-pong FBO setup, state persistence across frames
|
|
128
|
+
- **texture-sampling** — Bilinear, bicubic, mipmap, procedural texture lookup
|
|
129
|
+
- **matrix-transform** — Camera look-at, projection, rotation, orbit controls
|
|
130
|
+
- **polar-uv-manipulation** — Polar/log-polar coordinates, kaleidoscope, spiral mapping
|
|
131
|
+
- **anti-aliasing** — SSAA, SDF analytical AA, temporal anti-aliasing (TAA), FXAA post-process
|
|
132
|
+
- **camera-effects** — Depth of field (thin lens), motion blur, lens distortion, film grain, vignette
|
|
133
|
+
- **texture-mapping-advanced** — Biplanar mapping, texture repetition avoidance, ray differential filtering
|
|
134
|
+
|
|
135
|
+
### Audio
|
|
136
|
+
- **sound-synthesis** — Procedural audio in GLSL: oscillators, envelopes, filters, FM synthesis
|
|
137
|
+
|
|
138
|
+
### Debugging & Validation
|
|
139
|
+
- **webgl-pitfalls** — Common WebGL2/GLSL errors: `fragCoord`, `main()` wrapper, function order, macro limitations, uniform null
|
|
140
|
+
|
|
141
|
+
## WebGL2 Adaptation Rules
|
|
142
|
+
|
|
143
|
+
All technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:
|
|
144
|
+
|
|
145
|
+
### Shader Version & Output
|
|
146
|
+
- Use `canvas.getContext("webgl2")`
|
|
147
|
+
- Shader first line: `#version 300 es`, fragment shader adds `precision highp float;`
|
|
148
|
+
- Fragment shader must declare: `out vec4 fragColor;`
|
|
149
|
+
- Vertex shader: `attribute` → `in`, `varying` → `out`
|
|
150
|
+
- Fragment shader: `varying` → `in`, `gl_FragColor` → `fragColor`, `texture2D()` → `texture()`
|
|
151
|
+
|
|
152
|
+
### Fragment Coordinate
|
|
153
|
+
- **Use `gl_FragCoord.xy`** instead of `fragCoord` (WebGL2 does not have `fragCoord` built-in)
|
|
154
|
+
```glsl
|
|
155
|
+
// WRONG
|
|
156
|
+
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
|
|
157
|
+
// CORRECT
|
|
158
|
+
vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;
|
|
159
|
+
```
|
|
160
|
+
|
|
161
|
+
### main() Wrapper for ShaderToy Templates
|
|
162
|
+
- ShaderToy uses `void mainImage(out vec4 fragColor, in vec2 fragCoord)`
|
|
163
|
+
- WebGL2 requires standard `void main()` entry point — always wrap mainImage:
|
|
164
|
+
```glsl
|
|
165
|
+
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
|
166
|
+
// shader code...
|
|
167
|
+
fragColor = vec4(col, 1.0);
|
|
168
|
+
}
|
|
169
|
+
|
|
170
|
+
void main() {
|
|
171
|
+
mainImage(fragColor, gl_FragCoord.xy);
|
|
172
|
+
}
|
|
173
|
+
```
|
|
174
|
+
|
|
175
|
+
### Function Declaration Order
|
|
176
|
+
- GLSL requires functions to be declared before use — either declare before use or reorder:
|
|
177
|
+
```glsl
|
|
178
|
+
// WRONG — getAtmosphere() calls getSunDirection() before it's defined
|
|
179
|
+
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!
|
|
180
|
+
vec3 getSunDirection() { return normalize(vec3(1.0)); }
|
|
181
|
+
|
|
182
|
+
// CORRECT — define callee first
|
|
183
|
+
vec3 getSunDirection() { return normalize(vec3(1.0)); }
|
|
184
|
+
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works
|
|
185
|
+
```
|
|
186
|
+
|
|
187
|
+
### Macro Limitations
|
|
188
|
+
- `#define` cannot use function calls — use `const` instead:
|
|
189
|
+
```glsl
|
|
190
|
+
// WRONG
|
|
191
|
+
#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))
|
|
192
|
+
|
|
193
|
+
// CORRECT
|
|
194
|
+
const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value
|
|
195
|
+
```
|
|
196
|
+
|
|
197
|
+
### Script Tag Extraction
|
|
198
|
+
- When extracting shader source from `<script>` tags, ensure `#version` is the **first character** — use `.trim()`:
|
|
199
|
+
```javascript
|
|
200
|
+
const fs = document.getElementById('fs').text.trim();
|
|
201
|
+
```
|
|
202
|
+
|
|
203
|
+
### Common Pitfalls
|
|
204
|
+
- **Unused uniforms**: Compiler may optimize away unused uniforms, causing `gl.getUniformLocation()` to return `null` — always use uniforms in a way the compiler cannot optimize out
|
|
205
|
+
- **Loop indices**: Use runtime constants in loops, not `#define` macros in some ES versions
|
|
206
|
+
- **Terrain functions**: Functions like `terrainM(vec2)` need XZ components — use `terrainM(pos.xz + offset)` not `terrainM(pos + offset)`
|
|
207
|
+
|
|
208
|
+
## HTML Page Setup
|
|
209
|
+
|
|
210
|
+
When generating a standalone HTML page:
|
|
211
|
+
|
|
212
|
+
- Canvas fills the entire viewport, auto-resizes on window resize
|
|
213
|
+
- Page background black, no scrollbars: `body { margin: 0; overflow: hidden; background: #000; }`
|
|
214
|
+
- Implement ShaderToy-compatible uniforms: `iTime`, `iResolution`, `iMouse`, `iFrame`
|
|
215
|
+
- For multi-pass effects (Buffer A/B), use WebGL2 framebuffer + ping-pong (see multipass-buffer technique)
|
|
216
|
+
|
|
217
|
+
## Common Pitfalls
|
|
218
|
+
|
|
219
|
+
### JS Variable Declaration Order (TDZ — causes white screen crash)
|
|
220
|
+
|
|
221
|
+
`let`/`const` variables must be declared at the **top** of the `<script>` block, before any function that references them:
|
|
222
|
+
|
|
223
|
+
```javascript
|
|
224
|
+
// 1. State variables FIRST
|
|
225
|
+
let frameCount = 0;
|
|
226
|
+
let startTime = Date.now();
|
|
227
|
+
|
|
228
|
+
// 2. Canvas/GL init, shader compile, FBO creation
|
|
229
|
+
const canvas = document.getElementById('canvas');
|
|
230
|
+
const gl = canvas.getContext('webgl2');
|
|
231
|
+
// ...
|
|
232
|
+
|
|
233
|
+
// 3. Functions and event bindings LAST
|
|
234
|
+
function resize() { /* can now safely reference frameCount */ }
|
|
235
|
+
function render() { /* ... */ }
|
|
236
|
+
window.addEventListener('resize', resize);
|
|
237
|
+
```
|
|
238
|
+
|
|
239
|
+
Reason: `let`/`const` have a Temporal Dead Zone — referencing them before declaration throws `ReferenceError`, causing a white screen.
|
|
240
|
+
|
|
241
|
+
### GLSL Compilation Errors (self-check after writing shaders)
|
|
242
|
+
|
|
243
|
+
- **Function signature mismatch**: Call must exactly match definition in parameter count and types. If defined as `float fbm(vec3 p)`, cannot call `fbm(uv)` with a `vec2`
|
|
244
|
+
- **Reserved words as variable names**: Do not use: `patch`, `cast`, `sample`, `filter`, `input`, `output`, `common`, `partition`, `active`
|
|
245
|
+
- **Strict type matching**: `vec3 x = 1.0` is illegal — use `vec3 x = vec3(1.0)`; cannot use `.z` to access a `vec2`
|
|
246
|
+
- **No ternary on structs**: ESSL does not allow ternary operator on struct types — use `if`/`else` instead
|
|
247
|
+
|
|
248
|
+
### Performance Budget
|
|
249
|
+
|
|
250
|
+
Deployment environments may use headless software rendering with limited GPU power. Stay within these limits:
|
|
251
|
+
|
|
252
|
+
- Ray marching main loop: ≤ 128 steps
|
|
253
|
+
- Volume sampling / lighting inner loops: ≤ 32 steps
|
|
254
|
+
- FBM octaves: ≤ 6 layers
|
|
255
|
+
- Total nested loop iterations per pixel: ≤ 1000 (exceeding this freezes the browser)
|
|
256
|
+
|
|
257
|
+
## Compile and Visual Validation Loop
|
|
258
|
+
|
|
259
|
+
Run this loop after every shader draft:
|
|
260
|
+
|
|
261
|
+
1. Compile vertex and fragment shaders; surface the exact compiler log if either fails.
|
|
262
|
+
2. If compilation fails, fix only the named GLSL/JS issue first, then recompile.
|
|
263
|
+
3. Render one frame and check for black/white screen, NaN-looking flashes, frozen animation, and missing uniforms.
|
|
264
|
+
4. Use one visual debug output from [Shader Debugging Techniques](#shader-debugging-techniques) when geometry, normals, shadows, or UVs look wrong.
|
|
265
|
+
5. Re-check the performance budget before adding another loop, FBM octave, ray-march step, or post-processing pass.
|
|
266
|
+
|
|
267
|
+
| Failure | First fix | Still failing |
|
|
268
|
+
|---|---|---|
|
|
269
|
+
| Compile error | Fix the exact line/signature/type/order issue | Reduce to a minimal shader, then re-add techniques one at a time |
|
|
270
|
+
| Black/white screen | Check WebGL2 context, shader link log, uniforms, and TDZ order | Add solid-color output, then restore stages incrementally |
|
|
271
|
+
| Browser freezes | Cut ray steps/octaves/inner loops to budget | Remove the heaviest technique before adding new effects |
|
|
272
|
+
| Visual mismatch | Switch to normal/depth/UV/material debug output | Ask for target reference or simplify the scene description |
|
|
273
|
+
|
|
274
|
+
🛑 **STOP:** do not stack more techniques to hide a broken shader; compile, render, and visually isolate the failing stage first.
|
|
275
|
+
|
|
276
|
+
## Quick Recipes
|
|
277
|
+
|
|
278
|
+
Common effect combinations — complete rendering pipelines assembled from technique modules.
|
|
279
|
+
|
|
280
|
+
### Photorealistic SDF Scene
|
|
281
|
+
1. **Geometry**: sdf-3d (extended primitives) + csg-boolean-operations (cubic/quartic smin)
|
|
282
|
+
2. **Rendering**: ray-marching + normal-estimation (tetrahedron method)
|
|
283
|
+
3. **Lighting**: lighting-model (outdoor three-light model) + shadow-techniques (improved soft shadow) + ambient-occlusion
|
|
284
|
+
4. **Atmosphere**: atmospheric-scattering (height-based fog with sun tint)
|
|
285
|
+
5. **Post**: post-processing (ACES tone mapping) + anti-aliasing (2x SSAA) + camera-effects (vignette)
|
|
286
|
+
|
|
287
|
+
### Organic / Biological Forms
|
|
288
|
+
1. **Geometry**: sdf-3d (extended primitives + deformation operators: twist, bend) + csg-boolean (gradient-aware smin for material blending)
|
|
289
|
+
2. **Detail**: procedural-noise (FBM with derivatives) + domain-warping
|
|
290
|
+
3. **Surface**: lighting-model (subsurface scattering approximation via half-Lambert)
|
|
291
|
+
|
|
292
|
+
### Procedural Landscape
|
|
293
|
+
1. **Terrain**: terrain-rendering + procedural-noise (erosion FBM with derivatives)
|
|
294
|
+
2. **Texturing**: texture-mapping-advanced (biplanar mapping + no-tile)
|
|
295
|
+
3. **Sky**: atmospheric-scattering (Rayleigh/Mie + height fog)
|
|
296
|
+
4. **Water**: water-ocean (Gerstner waves) + lighting-model (Fresnel reflections)
|
|
297
|
+
|
|
298
|
+
### Stylized 2D Art
|
|
299
|
+
1. **Shapes**: sdf-2d (extended library) + sdf-tricks (layered edges, hollowing)
|
|
300
|
+
2. **Color**: color-palette (cosine palettes) + polar-uv-manipulation (kaleidoscope)
|
|
301
|
+
3. **Polish**: anti-aliasing (SDF analytical AA) + post-processing (bloom, chromatic aberration)
|
|
302
|
+
|
|
303
|
+
## Shader Debugging Techniques
|
|
304
|
+
|
|
305
|
+
Visual debugging methods — temporarily replace your output to diagnose issues.
|
|
306
|
+
|
|
307
|
+
| What to check | Code | What to look for |
|
|
308
|
+
|---|---|---|
|
|
309
|
+
| Surface normals | `col = nor * 0.5 + 0.5;` | Smooth gradients = correct normals; banding = epsilon too large |
|
|
310
|
+
| Ray march step count | `col = vec3(float(steps) / float(MAX_STEPS));` | Red hotspots = performance bottleneck; uniform = wasted iterations |
|
|
311
|
+
| Depth / distance | `col = vec3(t / MAX_DIST);` | Verify correct hit distances |
|
|
312
|
+
| UV coordinates | `col = vec3(uv, 0.0);` | Check coordinate mapping |
|
|
313
|
+
| SDF distance field | `col = (d > 0.0 ? vec3(0.9,0.6,0.3) : vec3(0.4,0.7,0.85)) * (0.8 + 0.2*cos(150.0*d));` | Visualize SDF bands and zero-crossing |
|
|
314
|
+
| Checker pattern (UV) | `col = vec3(mod(floor(uv.x*10.)+floor(uv.y*10.), 2.0));` | Verify UV distortion, seams |
|
|
315
|
+
| Lighting only | `col = vec3(shadow);` or `col = vec3(ao);` | Isolate shadow/AO contributions |
|
|
316
|
+
| Material ID | `col = palette(matId / maxMatId);` | Verify material assignment |
|