
Shader Router
- 64 installs
- 8 repo stars
- Updated August 4, 2026
- bbeierle12/skill-mcp-claude
shader-router is a Claude skill that acts as a decision framework, routing GLSL shader tasks to specialized shader skills based on signal matching.
About
This skill is a routing framework for GLSL shader work that decides which of four specialized shader skills to load for a task. It classifies the desired visual result by signal words, scores confidence, and recommends combining two to three skills for most shaders. A developer uses it when starting a shader project and unsure which noise, SDF, or effects techniques to combine.
- Decision framework that routes GLSL shader tasks to 4 specialized shader skills
- Uses signal-word priority and confidence scoring to pick fundamentals, noise, SDF, or effects
- Includes common combinations for terrain, holographic, raymarched, and UI shader work
Shader Router by the numbers
- 64 all-time installs (skills.sh)
- Ranked #300 of 782 Skill Development skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
shader-router capabilities & compatibility
- Capabilities
- shader noise · shader sdf · r3f router
- Use cases
- frontend · orchestration
What shader-router says it does
Decision framework for GLSL shader projects. Routes to specialized shader skills (fundamentals, noise, SDF, effects) based on task requirements.
Routes to 4 specialized GLSL shader skills based on task requirements.
Most shaders need 2-3 skills together
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| Installs | 64 |
|---|---|
| repo stars | ★ 8 |
| Last updated | August 4, 2026 |
| Repository | bbeierle12/skill-mcp-claude ↗ |
What it does
Decide which GLSL shader skills to load and combine for a given visual effect.
Who is it for?
Choosing and combining specialized shader skills at the start of a project.
When should I use this skill?
Starting a shader project or needing guidance on which shader techniques to combine.
By the numbers
- Routes to 4 specialized GLSL shader skills
- Recommends combining 2-3 skills for most shaders
Files
Shader Router
Routes to 4 specialized GLSL shader skills based on task requirements.
Routing Protocol
1. Classify — Identify what visual result is needed 2. Match — Find skill(s) with highest signal match 3. Combine — Most shaders need 2-3 skills together 4. 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:
1. Explicit technique — "use simplex noise" → shader-noise 2. Visual goal — "organic look" → shader-noise 3. Shape need — "rounded rectangle" → shader-sdf 4. Polish need — "add glow" → shader-effects 5. 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)
shader-fundamentals → Vertex/fragment setup, uniforms
shader-noise → Noise functions, FBMWiring: Fundamentals provides shader structure, noise generates patterns.
Stylized Shape (3 skills)
shader-fundamentals → Shader setup, UV handling
shader-sdf → Shape definition, boolean ops
shader-effects → Glow, outline, anti-aliasingWiring: SDF defines shape, effects add visual polish.
Terrain/Landscape (2 skills)
shader-fundamentals → Vertex displacement, lighting
shader-noise → Height generation, detail layersWiring: Noise generates heightmap, fundamentals handles displacement and shading.
Holographic/Cyberpunk (3 skills)
shader-fundamentals → Fresnel, scanlines base
shader-noise → Animated distortion
shader-effects → Chromatic aberration, glitch, glowWiring: Layer multiple effects for complex visual style.
UI/Logo Animation (3 skills)
shader-fundamentals → Animation timing, UV manipulation
shader-sdf → Shape primitives, morphing
shader-effects → Glow, dissolve, outlineWiring: SDF creates shapes, effects add transitions.
Raymarched 3D (3 skills)
shader-fundamentals → Ray setup, lighting math
shader-sdf → 3D primitives, scene composition
shader-noise → Surface detail, displacementWiring: 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
shader-fundamentals (foundation)
├── shader-noise (extends fundamentals)
├── shader-sdf (extends fundamentals)
└── shader-effects (extends fundamentals)- Always start with
shader-fundamentals shader-noiseandshader-sdfare often independentshader-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
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
{
"name": "shader-router",
"description": "Decision framework for GLSL shader projects. Routes to specialized shader skills (fundamentals, noise, SDF, effects) based on task requirements. Use when starting a shader project or needing guidance on which shader techniques to combine.",
"tags": [
"shaders",
"routing"
],
"sub_skills": [],
"source": "claude-user",
"type": "router",
"depends_on": [
"shader-fundamentals",
"shader-noise",
"shader-sdf",
"shader-effects"
],
"enhances": [],
"last_reviewed_at": null,
"review_score": null,
"relevance_tier": null
}