shader-art-coding
Writes, debugs, and art-directs procedural GLSL fragment shaders (Shadertoy mainImage, WebGL2 / GLSL ES 3.00): SDF raymarching, procedural buildings/cities, 2D distance-field graphics, noise / fBm / domain warping, terrain, ocean/coastal water optics, clouds and other volumes, PBR lighting, color and tonemapping. Ships a verified GLSL building-block library with a bundler and checker. Use when the user asks for a shader, Shadertoy, GLSL/.frag/.glsl code, a raymarcher, an SDF scene, a procedural texture or generative visual, or wants a shader fixed, optimized, ported or explained. Not for HLSL/
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Create a simple procedural poster shader
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Use shader-art-coding to create a simple Shadertoy poster shader: a warm sun disc over a dark background, with centered framing and a limited palette. Start with 2D distance fields and keep the first version small. Include a debug view for the distance field, use the verified library where appropriate, then bundle and check the shader. Deliver the self-contained out.glsl and report any validation limitations.
Required inputs
- No existing shader is required.
- Python 3 is required for the bundled scripts; run them from the skill's directory.
- glslangValidator is optional for compilation during checking.
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