shader-router

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Shader Router

着色器路由工具

Routes to 4 specialized GLSL shader skills based on task requirements.
根据任务需求引导至4种专业GLSL着色器技能。

Routing Protocol

路由规则

  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
  1. 分类 — 明确所需的视觉效果
  2. 匹配 — 找到匹配度最高的技能
  3. 组合 — 大多数着色器需要结合2-3种技能
  4. 加载 — 在实现前阅读匹配的SKILL.md文件

Quick Route

快速路由

Tier 1: Core (Always Consider)

第一层级:核心技能(必选)

Task TypeSkillPrimary Signal Words
Writing shaders
shader-fundamentals
GLSL, vertex, fragment, uniform, varying, coordinate
Organic patterns
shader-noise
noise, procedural, terrain, clouds, turbulence, organic
任务类型技能核心关键词
编写着色器
shader-fundamentals
GLSL, vertex, fragment, uniform, varying, coordinate
生成有机图案
shader-noise
noise, procedural, terrain, clouds, turbulence, organic

Tier 2: Specialized (Add When Needed)

第二层级:专业技能(按需添加)

Task TypeSkillPrimary Signal Words
Shapes/geometry
shader-sdf
shape, circle, box, boolean, union, morph, raymarch
Visual polish
shader-effects
glow, bloom, chromatic, distortion, vignette, glitch
任务类型技能核心关键词
形状/几何图形
shader-sdf
shape, circle, box, boolean, union, morph, raymarch
视觉优化
shader-effects
glow, bloom, chromatic, distortion, vignette, glitch

Signal Matching Rules

信号匹配规则

Priority Order

优先级顺序

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
当存在多个信号时,按以下优先级处理:
  1. 明确指定技术 — "使用simplex noise" →
    shader-noise
  2. 视觉目标 — "有机风格" →
    shader-noise
  3. 形状需求 — "圆角矩形" →
    shader-sdf
  4. 优化需求 — "添加发光效果" →
    shader-effects
  5. 默认情况 — 从
    shader-fundamentals
    开始

Confidence Scoring

置信度评分

  • High (3+ signals) — Route immediately
  • Medium (1-2 signals) — Route with
    shader-fundamentals
    as base
  • Low (0 signals) — Ask: "What visual effect are you trying to achieve?"
  • 高(3个及以上信号) — 直接路由
  • 中(1-2个信号) — 以
    shader-fundamentals
    为基础进行路由
  • 低(0个信号) — 询问:"你想要实现什么视觉效果?"

Common Combinations

常见技能组合

Procedural Texture (2 skills)

程序化纹理(2种技能)

shader-fundamentals → Vertex/fragment setup, uniforms
shader-noise        → Noise functions, FBM
Wiring: Fundamentals provides shader structure, noise generates patterns.
shader-fundamentals → 顶点/片段着色器设置、uniform变量
shader-noise        → 噪声函数、FBM
关联逻辑:基础技能提供着色器结构,噪声技能生成图案。

Stylized Shape (3 skills)

风格化形状(3种技能)

shader-fundamentals → Shader setup, UV handling
shader-sdf          → Shape definition, boolean ops
shader-effects      → Glow, outline, anti-aliasing
Wiring: SDF defines shape, effects add visual polish.
shader-fundamentals → 着色器设置、UV坐标处理
shader-sdf          → 形状定义、布尔运算
shader-effects      → 发光、描边、抗锯齿
关联逻辑:SDF定义形状,特效技能添加视觉优化。

Terrain/Landscape (2 skills)

地形/地貌(2种技能)

shader-fundamentals → Vertex displacement, lighting
shader-noise        → Height generation, detail layers
Wiring: Noise generates heightmap, fundamentals handles displacement and shading.
shader-fundamentals → 顶点位移、光照
shader-noise        → 高度生成、细节层
关联逻辑:噪声技能生成高度图,基础技能处理位移和着色。

Holographic/Cyberpunk (3 skills)

全息/赛博朋克风格(3种技能)

shader-fundamentals → Fresnel, scanlines base
shader-noise        → Animated distortion
shader-effects      → Chromatic aberration, glitch, glow
Wiring: Layer multiple effects for complex visual style.
shader-fundamentals → 菲涅尔效果、扫描线基础
shader-noise        → 动态扭曲
shader-effects      → 色差、故障效果、发光
关联逻辑:叠加多种特效实现复杂视觉风格。

UI/Logo Animation (3 skills)

UI/Logo动画(3种技能)

shader-fundamentals → Animation timing, UV manipulation
shader-sdf          → Shape primitives, morphing
shader-effects      → Glow, dissolve, outline
Wiring: SDF creates shapes, effects add transitions.
shader-fundamentals → 动画时序、UV坐标操控
shader-sdf          → 基础形状、变形
shader-effects      → 发光、溶解、描边
关联逻辑:SDF创建形状,特效技能添加过渡效果。

Raymarched 3D (3 skills)

光线步进3D效果(3种技能)

shader-fundamentals → Ray setup, lighting math
shader-sdf          → 3D primitives, scene composition
shader-noise        → Surface detail, displacement
Wiring: SDF defines geometry, noise adds organic detail.
shader-fundamentals → 光线设置、光照计算
shader-sdf          → 3D基础形状、场景组合
shader-noise        → 表面细节、位移
关联逻辑:SDF定义几何结构,噪声技能添加有机细节。

Decision Table

决策对照表

Visual GoalOrganic?Shapes?Effects?Route To
CloudsYesNoMaybefundamentals + noise
LogoNoYesYesfundamentals + sdf + effects
TerrainYesNoNofundamentals + noise
Fire/smokeYesNoYesfundamentals + noise + effects
UI elementNoYesYesfundamentals + sdf + effects
Abstract artYesMaybeYesall skills
3D raymarchMaybeYesMaybefundamentals + sdf + (noise)
视觉目标是否需要有机风格?是否需要形状?是否需要特效?路由方向
云层可选fundamentals + noise
Logofundamentals + sdf + effects
地形fundamentals + noise
火焰/烟雾fundamentals + noise + effects
UI元素fundamentals + sdf + effects
抽象艺术可选所有技能
3D光线步进可选可选fundamentals + sdf + (noise)

Skill Dependencies

技能依赖关系

shader-fundamentals (foundation)
├── shader-noise (extends fundamentals)
├── shader-sdf (extends fundamentals)
└── shader-effects (extends fundamentals)
  • Always start with
    shader-fundamentals
  • shader-noise
    and
    shader-sdf
    are often independent
  • shader-effects
    typically applied last
shader-fundamentals (基础)
├── shader-noise (基于基础扩展)
├── shader-sdf (基于基础扩展)
└── shader-effects (基于基础扩展)
  • 始终从
    shader-fundamentals
    开始
  • shader-noise
    shader-sdf
    通常相互独立
  • shader-effects
    通常最后应用

Visual Goal → Technique Mapping

视觉目标→技术映射表

Want ThisUse This
Natural/organic lookNoise (FBM, turbulence)
Geometric shapesSDF primitives
Smooth morphingSDF smooth operations
Infinite patternsSDF repetition
Terrain heightNoise + vertex displacement
Water/causticsNoise + Worley
Glow/bloomEffects (glow functions)
Retro/CRT lookEffects (scanlines, grain)
TransitionsSDF dissolve or Effects dissolve
OutlinesSDF or Effects (both have methods)
想要实现的效果使用的技术
自然/有机风格噪声(FBM、湍流)
几何形状SDF基础形状
平滑变形SDF平滑运算
无限重复图案SDF重复操作
地形高度噪声 + 顶点位移
水/焦散效果噪声 + Worley
发光/ bloom效果特效(发光函数)
复古/CRT风格特效(扫描线、颗粒感)
过渡效果SDF溶解或特效溶解
描边SDF或特效(两者均有实现方法)

Fallback Behavior

兜底处理逻辑

  • Unknown technique → Start with
    shader-fundamentals
  • No clear signals → Ask: "Describe the visual you're trying to create"
  • Performance concerns → Check
    shader-noise
    optimization tips
  • 未知技术 → 从
    shader-fundamentals
    开始
  • 无明确信号 → 询问:"描述你想要创建的视觉效果"
  • 性能顾虑 → 查看
    shader-noise
    的优化技巧

Quick Decision Flowchart

快速决策流程图

User Request
┌─────────────────────┐
│ Writing shaders?    │──Yes──▶ shader-fundamentals (always)
└─────────────────────┘
┌─────────────────────┐
│ Organic/natural?    │──Yes──▶ + shader-noise
└─────────────────────┘
┌─────────────────────┐
│ Geometric shapes?   │──Yes──▶ + shader-sdf
└─────────────────────┘
┌─────────────────────┐
│ Visual polish?      │──Yes──▶ + shader-effects
└─────────────────────┘
用户需求
┌─────────────────────┐
│ 是否编写着色器?    │──是──▶ shader-fundamentals(必选)
└─────────────────────┘
┌─────────────────────┐
│ 是否需要有机/自然风格?│──是──▶ + shader-noise
└─────────────────────┘
┌─────────────────────┐
│ 是否需要几何形状?   │──是──▶ + shader-sdf
└─────────────────────┘
┌─────────────────────┐
│ 是否需要视觉优化?   │──是──▶ + shader-effects
└─────────────────────┘

Reference

参考资料

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
查看各技能文件获取详细实现模式:
  • /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