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-fundamentalsas base - •Low (0 signals) — Ask: "What visual effect are you trying to achieve?"
Common Combinations
Procedural Texture (2 skills)
code
shader-fundamentals → Vertex/fragment setup, uniforms shader-noise → Noise functions, FBM
Wiring: Fundamentals provides shader structure, noise generates patterns.
Stylized Shape (3 skills)
code
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)
code
shader-fundamentals → Vertex displacement, lighting shader-noise → Height generation, detail layers
Wiring: Noise generates heightmap, fundamentals handles displacement and shading.
Holographic/Cyberpunk (3 skills)
code
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)
code
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)
code
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
code
shader-fundamentals (foundation) ├── shader-noise (extends fundamentals) ├── shader-sdf (extends fundamentals) └── shader-effects (extends fundamentals)
- •Always start with
shader-fundamentals - •
shader-noiseandshader-sdfare often independent - •
shader-effectstypically 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-noiseoptimization tips
Quick Decision Flowchart
code
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