
Shader Programming
- 35 installs
- 6 repo stars
- Updated March 13, 2026
- alphaonedev/openclaw-graph
shader-programming is a Claude Code skill that generates, optimizes, and debugs GLSL and HLSL shaders for real-time graphics rendering in game engines.
About
shader-programming is a skill that generates, optimizes, and debugs GLSL and HLSL shaders for real-time graphics in game engines. It writes vertex, fragment, and compute shaders and checks compatibility with OpenGL, Vulkan, and DirectX. A developer uses it when building visual effects, tuning GPU performance, or debugging shader code in Unity or Unreal.
- Generates GLSL and HLSL vertex, fragment, and compute shaders
- Optimizes shaders and debugs compilation errors for Unity and Unreal
- Compiles via glslangValidator and fxc for OpenGL, Vulkan, and DirectX
Shader Programming by the numbers
- 35 all-time installs (skills.sh)
- Ranked #177 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Jul 7, 2026 (Skillselion catalog sync)
shader-programming capabilities & compatibility
Free; optional $OPENCLAW_API_KEY only for external compiler calls.
- Capabilities
- shader generation · shader optimization · shader debugging · graphics rendering
- Use cases
- frontend · debugging
- Pricing
- Free
What shader-programming says it does
This skill allows OpenClaw to generate, optimize, and debug GLSL or HLSL shaders for real-time graphics in game engines.
Creating advanced effects like water rendering or post-processing in tools like Unity or Unreal.
Support shader versions like GLSL 330 or HLSL 5.0, with checks for hardware compatibility.
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| Installs | 35 |
|---|---|
| repo stars | ★ 6 |
| Last updated | March 13, 2026 |
| Repository | alphaonedev/openclaw-graph ↗ |
What it does
Generate, optimize, and debug GLSL/HLSL shaders for real-time graphics in game engines.
Who is it for?
Writing and optimizing shaders for visual effects in Unity or Unreal.
Skip if: Non-graphics code or engines that do not use GLSL/HLSL shaders.
When should I use this skill?
You need to generate, optimize, or debug a GLSL or HLSL shader.
What you get
The skill produces working, optimized shader code and fixes compilation and artifact issues.
- GLSL/HLSL shader code
- Optimized or debugged shaders
By the numbers
- 4 key capabilities listed
- Supports GLSL 330 and HLSL 5.0
Files
Purpose
This skill allows OpenClaw to generate, optimize, and debug GLSL or HLSL shaders for real-time graphics in game engines. It focuses on tasks like writing vertex, fragment, or compute shaders, ensuring compatibility with APIs like OpenGL, Vulkan, or DirectX.
When to Use
Use this skill when users request custom shaders for visual effects, performance tweaks, or integration with game engines. Specifically:
- Optimizing shaders for mobile games to reduce GPU load (e.g., minimizing texture samples).
- Creating advanced effects like water rendering or post-processing in tools like Unity or Unreal.
- Debugging shader code during game development iterations.
Key Capabilities
- Generate complete GLSL/HLSL code snippets based on user specs (e.g., shader type, inputs, outputs).
- Optimize shaders by analyzing and modifying code for better performance, such as reducing instructions or using precision qualifiers.
- Debug common issues like compilation errors or runtime artifacts by suggesting fixes.
- Support shader versions like GLSL 330 or HLSL 5.0, with checks for hardware compatibility.
Usage Patterns
To invoke this skill in OpenClaw, use the command: openclaw execute shader-programming --task <task-type> --input <details>. Always specify the shader language (e.g., --lang glsl) and target platform (e.g., --platform vulkan). For code generation, provide a JSON config like: {"type": "vertex", "inputs": ["position", "normal"], "outputs": ["gl_Position"]}. Follow this pattern:
- Start with a clear task: e.g.,
openclaw execute shader-programming --task generate --lang hlsl --input '{"features": ["lighting"]}'. - For optimization, pipe existing code: e.g., echo "existing shader code" | openclaw execute shader-programming --task optimize --lang glsl.
- If authentication is needed (e.g., for external compilers), set $OPENCLAW_API_KEY in your environment before running commands.
Common Commands/API
Use these OpenClaw-integrated commands for shader tasks:
- Compile GLSL shaders: Run
glslangValidator -V -o output.spv input.vertvia OpenClaw's subprocess, e.g.,openclaw execute shader-programming --subprocess "glslangValidator -V -o myShader.spv myShader.vert". - Compile HLSL shaders: Use
fxc /T vs_5_0 /E MainVS /Fo compiled.bin input.hlsl, invoked asopenclaw execute shader-programming --subprocess "fxc /T vs_5_0 /E MainVS /Fo output.bin input.hlsl". - API endpoints: POST to OpenClaw's /api/shader/generate with JSON payload, e.g., curl -H "Authorization: Bearer $OPENCLAW_API_KEY" -d '{"lang": "glsl", "type": "fragment"}' https://api.openclaw.com/api/shader/generate.
- Config formats: Use JSON for inputs, e.g., {"shader": {"version": "330", "precision": "highp float"}}. For error checks, include flags like --validate in commands, e.g.,
openclaw execute shader-programming --task validate --input "shader code" --flags "--validate".
Integration Notes
Integrate this skill by embedding generated shaders into your project workflow. For Unity, save GLSL/HLSL files in the Assets/Shaders directory and reference them in materials. In Unreal, use the .usf format for HLSL. Always wrap OpenClaw calls in a script, e.g., in Python: import subprocess; subprocess.run(["openclaw", "execute", "shader-programming", "--task", "generate", "--lang", "glsl"]). For cross-engine compatibility, specify profiles in configs (e.g., {"profile": "gles3"} for mobile). If using external tools, ensure $OPENCLAW_API_KEY is set for authenticated API calls to avoid failures.
Error Handling
Handle shader errors by parsing compiler output. For GLSL, check glslangValidator logs for patterns like "ERROR: 0:5: 'undeclared identifier'", then suggest fixes, e.g., add missing variables. In code: try { subprocess.run(["glslangValidator", "-V", "input.vert"]) } catch e { print(e.stderr); if "syntax error" in e.stderr: return "Fix line 5 with correct syntax" }. For HLSL, fxc errors like "error X3004: undeclared identifier" require redeclaring variables. Use OpenClaw's built-in validation: openclaw execute shader-programming --task debug --input "shader code", which returns JSON like {"errors": ["Line 10: missing semicolon"]}. Always log errors with timestamps and retry with corrected inputs.
Concrete Usage Examples
1. Generate a basic GLSL vertex shader for a simple 3D object: Use openclaw execute shader-programming --task generate --lang glsl --input '{"type": "vertex", "inputs": ["vec3 position"]}'. This produces: attribute vec3 aPosition; void main() { gl_Position = vec4(aPosition, 1.0); }
2. Optimize an existing HLSL fragment shader for performance: Run openclaw execute shader-programming --task optimize --lang hlsl --input "float4 PSMain(float2 uv : TEXCOORD) : SV_Target { return float4(uv, 0.0, 1.0); }". Output might be: float4 PSMain(float2 uv : TEXCOORD) : SV_Target { return float4(uv.x, uv.y, 0.0, 1.0); } // Optimized by inlining.
Graph Relationships
- Related to: game-dev cluster (e.g., shares nodes with graphics-programming for rendering pipelines).
- Links to: graphics-programming (for broader API integration), rendering-engines (for engine-specific shader hooks), and performance-optimization (for shader tuning techniques).
Related skills
FAQ
Which shader languages does it support?
It generates and optimizes GLSL and HLSL code, supporting versions like GLSL 330 and HLSL 5.0.
Which engines and APIs does it target?
It targets OpenGL, Vulkan, and DirectX and integrates with Unity and Unreal shader workflows.