Loading...
Loading...
Found 42 Skills
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects.
Expert knowledge for GPU shader development across GLSL, HLSL, ShaderLab, and compute shadersUse when "write shader, shader code, GLSL, HLSL, ShaderLab, vertex shader, fragment shader, pixel shader, compute shader, post-processing, visual effects, screen effect, bloom effect, outline shader, toon shader, water shader, dissolve effect, custom material, render texture, GPU compute, raymarching, SDF, signed distance field, shader, glsl, hlsl, shaderlab, gpu, graphics, rendering, visual-effects, post-processing, compute, webgl, vulkan, directx, metal, opengl" mentioned.
driver-to-navigator collaboration using pp (send messages, attach files, download artifacts) on pw protocol-first wrappers.
Collaborative coding with enforced micro-steps: announce, show diff, wait for confirmation, apply, verify. User controls pace with commands. Works with any domain agent as the executor. Use when: "pair program", "pair with me", "let's code together", "step by step coding", "walk me through implementing", "code with me"
Run a safe, reviewable Aider CLI coding loop for local repositories: model setup, edit scope control, test-first prompting, commit hygiene, and fallback when agent edits drift. Use when the user wants pair-programming with Aider, not generic Git workflow or hosted PR operations.
Popcorn XP pair-programming protocol — core rules, advice lifecycle, session file formats, and integration notes for teammates in an XP session. Auto-loaded into popcorn-xp agents via the skills field. Native agents from other plugins should invoke this skill as their first action to load the protocol.
End-to-end Solana development playbook (Jan 2026). Prefer Solana Foundation framework-kit (@solana/client + @solana/react-hooks) for React/Next.js UI. Prefer @solana/kit for all new client/RPC/transaction code. When legacy dependencies require web3.js, isolate it behind @solana/web3-compat (or @solana/web3.js as a true legacy fallback). Covers wallet-standard-first connection (incl. ConnectorKit), Anchor/Pinocchio programs, Codama-based client generation, LiteSVM/Mollusk/Surfpool testing, and security checklists.
Use when developing firmware for microcontrollers, implementing RTOS applications, or optimizing power consumption. Invoke for STM32, ESP32, FreeRTOS, bare-metal, power optimization, real-time systems.
LP, MILP, QP — concepts, problem-text parsing, and formulation patterns (parameters, constraints, decisions, objective). Concepts only; no API.
Write Godot 4.x shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
This skill should be used when the user asks to "build a particle system", "make confetti/snow/smoke/sparks", "create a connected-dot/constellation network background", "add a flow-field or curl-noise particle effect", "render thousands of GPU particles with Three.js Points", or "animate emitters with forces". Covers per-particle integration, forces, flow fields, burst/continuous emission, spatial-grid connected dots, and GPU points + shaders.