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shader-dev

shader-dev

GLSL shader development: ray marching, fluid simulation, particle systems, and procedural generation. Official MiniMax skill for creating real-time visual effects in WebGL and creative coding contexts.

Independent GitHub snapshot · Automated classification · Original documentation governs

Documentation de la Skill

GitHub

name: shader-dev description: | GLSL shader development: ray marching, fluid simulation, particle systems, and procedural generation. Official MiniMax skill for creating real-time visual effects in WebGL and creative coding contexts. triggers:

  • "shader"
  • "GLSL"
  • "ray marching"
  • "fluid simulation"
  • "WebGL shader"
  • "procedural generation"
  • "visual effects" das: category: creative-3d upstream: "https://github.com/MiniMax-AI/skills" upstream_path: "skills/shader-dev/SKILL.md" version: latest install: true

shader-dev

Catalogue stub — full skill: MiniMax-AI/skills

Decision tree

  1. Is the full skill already installed? Check whether the skill at this location still has a das: block:

    • Global: grep -q "^das:" ~/.agents/skills/shader-dev/SKILL.md 2>/dev/null && echo "pointer" || echo "installed"
    • Project: grep -q "^das:" .agents/skills/shader-dev/SKILL.md 2>/dev/null && echo "pointer" || echo "installed"
    • No das: block → full skill installed, invoke it and proceed
    • das: block present → go to step 2
  2. Detect scope, then install:

    To detect scope:

    [ -e ~/.agents/skills/shader-dev ] && echo "global" || echo "project"
    

    Global (installed with -g):

    npx skills add MiniMax-AI/skills --skill shader-dev -g -y
    

    Project (installed without -g):

    npx skills add MiniMax-AI/skills --skill shader-dev -y
    

    Claude Code: send either command as a chat message starting with ! to run it without leaving the conversation.

Invoke after install

  • Skill name: shader-dev
  • Trigger phrases: "shader", "GLSL", "ray marching", "fluid simulation", "WebGL shader"

What it does

Official MiniMax GLSL shader skill covering the full real-time graphics toolbox: ray marching for 3D SDFs, fluid dynamics simulation, particle systems, and procedural pattern generation. Produces working WebGL fragment/vertex shaders with correct uniforms, time-based animation, and noise functions.

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