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GLSL shader programming for JARVIS holographic effects
npx skill4agent add martinholovsky/claude-skills-generator glslFile Organization: This skill uses split structure. Seefor advanced shader patterns.references/
// tests/shaders/holographic-panel.test.ts
import { describe, it, expect, beforeEach } from 'vitest'
import { WebGLTestContext, captureFramebuffer, compareImages } from '../utils/webgl-test'
describe('HolographicPanelShader', () => {
let ctx: WebGLTestContext
beforeEach(() => {
ctx = new WebGLTestContext(256, 256)
})
// Unit test: Shader compiles
it('should compile without errors', () => {
const shader = ctx.compileShader(holoFragSource, ctx.gl.FRAGMENT_SHADER)
expect(shader).not.toBeNull()
expect(ctx.getShaderErrors()).toEqual([])
})
// Unit test: Uniforms are accessible
it('should have required uniforms', () => {
const program = ctx.createProgram(vertSource, holoFragSource)
expect(ctx.getUniformLocation(program, 'uTime')).not.toBeNull()
expect(ctx.getUniformLocation(program, 'uColor')).not.toBeNull()
expect(ctx.getUniformLocation(program, 'uOpacity')).not.toBeNull()
})
// Visual regression test
it('should render scanlines correctly', async () => {
ctx.renderShader(holoFragSource, { uTime: 0, uColor: [0, 0.5, 1], uOpacity: 1 })
const result = captureFramebuffer(ctx)
const baseline = await loadBaseline('holographic-scanlines.png')
expect(compareImages(result, baseline, { threshold: 0.01 })).toBeLessThan(0.01)
})
// Edge case test
it('should handle extreme UV values', () => {
const testCases = [
{ uv: [0, 0], expected: 'no crash' },
{ uv: [1, 1], expected: 'no crash' },
{ uv: [0.5, 0.5], expected: 'no crash' }
]
testCases.forEach(({ uv }) => {
expect(() => ctx.renderAtUV(holoFragSource, uv)).not.toThrow()
})
})
})// Start with minimal shader that passes tests
#version 300 es
precision highp float;
uniform float uTime;
uniform vec3 uColor;
uniform float uOpacity;
in vec2 vUv;
out vec4 fragColor;
void main() {
// Minimal implementation to pass compilation test
fragColor = vec4(uColor, uOpacity);
}// Expand to full implementation after tests pass
void main() {
vec2 uv = vUv;
float scanline = sin(uv.y * 100.0) * 0.1 + 0.9;
float pulse = sin(uTime * 2.0) * 0.1 + 0.9;
vec3 color = uColor * scanline * pulse;
fragColor = vec4(color, uOpacity);
}# Run all shader tests
npm run test:shaders
# Visual regression tests
npm run test:visual -- --update-snapshots # First time only
npm run test:visual
# Performance benchmark
npm run bench:shaders
# Cross-browser compilation check
npm run test:webgl-compat| Version | Context | Features |
|---|---|---|
| GLSL ES 3.00 | WebGL 2.0 | Modern features, better precision |
| GLSL ES 1.00 | WebGL 1.0 | Legacy support |
#version 300 es
precision highp float;
precision highp int;
// WebGL 2.0 shader header// ❌ BAD - GPU branch divergence
vec3 getColor(float value) {
if (value < 0.3) {
return vec3(1.0, 0.0, 0.0); // Red
} else if (value < 0.7) {
return vec3(1.0, 1.0, 0.0); // Yellow
} else {
return vec3(0.0, 1.0, 0.0); // Green
}
}
// ✅ GOOD - Branchless with mix/step
vec3 getColor(float value) {
vec3 red = vec3(1.0, 0.0, 0.0);
vec3 yellow = vec3(1.0, 1.0, 0.0);
vec3 green = vec3(0.0, 1.0, 0.0);
vec3 color = mix(red, yellow, smoothstep(0.3, 0.31, value));
color = mix(color, green, smoothstep(0.7, 0.71, value));
return color;
}// ❌ BAD - Multiple texture bindings
uniform sampler2D uIcon1;
uniform sampler2D uIcon2;
uniform sampler2D uIcon3;
vec4 getIcon(int id) {
if (id == 0) return texture(uIcon1, vUv);
if (id == 1) return texture(uIcon2, vUv);
return texture(uIcon3, vUv);
}
// ✅ GOOD - Single atlas texture
uniform sampler2D uIconAtlas;
uniform vec4 uAtlasOffsets[3]; // [x, y, width, height] for each icon
vec4 getIcon(int id) {
vec4 offset = uAtlasOffsets[id];
vec2 atlasUV = offset.xy + vUv * offset.zw;
return texture(uIconAtlas, atlasUV);
}// ❌ BAD - Same quality regardless of distance
const int NOISE_OCTAVES = 8;
float noise(vec3 p) {
float result = 0.0;
for (int i = 0; i < NOISE_OCTAVES; i++) {
result += snoise(p * pow(2.0, float(i)));
}
return result;
}
// ✅ GOOD - Reduce octaves based on distance
uniform float uCameraDistance;
float noise(vec3 p) {
// Fewer octaves when far away (detail not visible)
int octaves = int(mix(2.0, 8.0, 1.0 - smoothstep(10.0, 100.0, uCameraDistance)));
float result = 0.0;
for (int i = 0; i < 8; i++) {
if (i >= octaves) break;
result += snoise(p * pow(2.0, float(i)));
}
return result;
}// ❌ BAD - Many individual uniforms
uniform float uPosX;
uniform float uPosY;
uniform float uPosZ;
uniform float uRotX;
uniform float uRotY;
uniform float uRotZ;
uniform float uScaleX;
uniform float uScaleY;
uniform float uScaleZ;
// ✅ GOOD - Packed into vectors/matrices
uniform vec3 uPosition;
uniform vec3 uRotation;
uniform vec3 uScale;
// Or even better:
uniform mat4 uTransform;// ❌ BAD - Everything highp (wastes GPU cycles)
precision highp float;
highp vec3 color;
highp float alpha;
highp vec2 uv;
// ✅ GOOD - Match precision to data needs
precision highp float; // Default for calculations
mediump vec3 color; // 0-1 range, mediump sufficient
mediump float alpha; // 0-1 range
highp vec2 uv; // Need precision for texture coords
lowp int flags; // Boolean-like values// ❌ BAD - Redundant texture fetches
void main() {
vec3 diffuse = texture(uTexture, vUv).rgb;
// ... some code ...
float alpha = texture(uTexture, vUv).a; // Same lookup!
// ... more code ...
vec3 doubled = texture(uTexture, vUv).rgb * 2.0; // Again!
}
// ✅ GOOD - Cache the result
void main() {
vec4 texSample = texture(uTexture, vUv);
vec3 diffuse = texSample.rgb;
float alpha = texSample.a;
vec3 doubled = texSample.rgb * 2.0;
}// shaders/holographic-panel.frag
#version 300 es
precision highp float;
uniform float uTime;
uniform vec3 uColor;
uniform float uOpacity;
uniform vec2 uResolution;
in vec2 vUv;
out vec4 fragColor;
const int SCANLINE_COUNT = 50;
void main() {
vec2 uv = vUv;
// Scanline effect
float scanline = 0.0;
for (int i = 0; i < SCANLINE_COUNT; i++) {
float y = float(i) / float(SCANLINE_COUNT);
scanline += smoothstep(0.0, 0.002, abs(uv.y - y));
}
scanline = 1.0 - scanline * 0.3;
// Edge glow
float edge = 1.0 - smoothstep(0.0, 0.05, min(
min(uv.x, 1.0 - uv.x),
min(uv.y, 1.0 - uv.y)
));
// Animated pulse
float pulse = sin(uTime * 2.0) * 0.1 + 0.9;
vec3 color = uColor * scanline * pulse;
color += vec3(0.0, 0.5, 1.0) * edge * 0.5;
fragColor = vec4(color, uOpacity);
}// shaders/energy-field.frag
#version 300 es
precision highp float;
uniform float uTime;
uniform vec3 uColor;
in vec2 vUv;
in vec3 vNormal;
in vec3 vViewPosition;
out vec4 fragColor;
float snoise(vec3 v) {
return fract(sin(dot(v, vec3(12.9898, 78.233, 45.543))) * 43758.5453);
}
void main() {
vec3 viewDir = normalize(-vViewPosition);
float fresnel = pow(1.0 - abs(dot(viewDir, vNormal)), 3.0);
float noise = snoise(vec3(vUv * 5.0, uTime * 0.5));
vec3 color = uColor * fresnel;
color += uColor * noise * 0.2;
float alpha = fresnel * 0.8 + noise * 0.1;
fragColor = vec4(color, alpha);
}// shaders/data-bar.frag
#version 300 es
precision highp float;
uniform float uValue;
uniform float uThreshold;
uniform vec3 uColorLow;
uniform vec3 uColorHigh;
uniform vec3 uColorWarning;
in vec2 vUv;
out vec4 fragColor;
void main() {
float fill = step(vUv.x, uValue);
vec3 color = mix(uColorLow, uColorHigh, uValue);
color = mix(color, uColorWarning, step(uThreshold, uValue));
float gradient = vUv.y * 0.3 + 0.7;
fragColor = vec4(color * gradient * fill, fill);
}| Risk | Mitigation |
|---|---|
| Infinite loops | Always use constant loop bounds |
| GPU hangs | Test shaders with small datasets first |
| Memory exhaustion | Limit texture sizes |
// ❌ BAD - Dynamic loop bound
for (int i = 0; i < int(uCount); i++) { }
// ✅ GOOD - Constant loop bound
const int MAX_ITERATIONS = 100;
for (int i = 0; i < MAX_ITERATIONS; i++) {
if (i >= int(uCount)) break;
}// ❌ DANGEROUS - May cause GPU hang
for (int i = 0; i < uniformValue; i++) { }
// ✅ SAFE - Constant bound with early exit
const int MAX = 100;
for (int i = 0; i < MAX; i++) {
if (i >= uniformValue) break;
}// ❌ DANGEROUS - Division by zero
float result = value / divisor;
// ✅ SAFE - Guard against zero
float result = value / max(divisor, 0.0001);npm run test:shadersnpm run test:visualnpm run bench:shadersreferences/advanced-patterns.md