shader-router
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ChineseShader 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
- Classify — Identify what visual result is needed
- Match — Find skill(s) with highest signal match
- Combine — Most shaders need 2-3 skills together
- Load — Read matched SKILL.md files before implementation
- 分类 — 明确所需的视觉效果
- 匹配 — 找到匹配度最高的技能
- 组合 — 大多数着色器需要结合2-3种技能
- 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 Type | Skill | Primary Signal Words |
|---|---|---|
| Writing shaders | | GLSL, vertex, fragment, uniform, varying, coordinate |
| Organic patterns | | noise, procedural, terrain, clouds, turbulence, organic |
| 任务类型 | 技能 | 核心关键词 |
|---|---|---|
| 编写着色器 | | GLSL, vertex, fragment, uniform, varying, coordinate |
| 生成有机图案 | | 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 Type | Skill | Primary Signal Words |
|---|---|---|
| Shapes/geometry | | shape, circle, box, boolean, union, morph, raymarch |
| Visual polish | | glow, bloom, chromatic, distortion, vignette, glitch |
| 任务类型 | 技能 | 核心关键词 |
|---|---|---|
| 形状/几何图形 | | shape, circle, box, boolean, union, morph, raymarch |
| 视觉优化 | | 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:
- Explicit technique — "use simplex noise" →
shader-noise - Visual goal — "organic look" →
shader-noise - Shape need — "rounded rectangle" →
shader-sdf - Polish need — "add glow" →
shader-effects - Default — Start with
shader-fundamentals
当存在多个信号时,按以下优先级处理:
- 明确指定技术 — "使用simplex noise" →
shader-noise - 视觉目标 — "有机风格" →
shader-noise - 形状需求 — "圆角矩形" →
shader-sdf - 优化需求 — "添加发光效果" →
shader-effects - 默认情况 — 从开始
shader-fundamentals
Confidence Scoring
置信度评分
- High (3+ signals) — Route immediately
- Medium (1-2 signals) — Route with as base
shader-fundamentals - 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) — 以为基础进行路由
shader-fundamentals - 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, FBMWiring: 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-aliasingWiring: 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 layersWiring: 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, glowWiring: 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, outlineWiring: 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, displacementWiring: 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 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) |
| 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 | 是 | 否 | 可选 | fundamentals + noise |
| Logo | 否 | 是 | 是 | fundamentals + sdf + effects |
| 地形 | 是 | 否 | 否 | fundamentals + noise |
| 火焰/烟雾 | 是 | 否 | 是 | fundamentals + noise + effects |
| UI元素 | 否 | 是 | 是 | fundamentals + sdf + effects |
| 抽象艺术 | 是 | 可选 | 是 | 所有技能 |
| 3D光线步进 | 可选 | 是 | 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 - and
shader-noiseare often independentshader-sdf - typically applied last
shader-effects
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)- 始终从开始
shader-fundamentals - 和
shader-noise通常相互独立shader-sdf - 通常最后应用
shader-effects
Visual Goal → Technique Mapping
视觉目标→技术映射表
| 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) |
| 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 optimization tips
shader-noise
- 未知技术 → 从开始
shader-fundamentals - 无明确信号 → 询问:"描述你想要创建的视觉效果"
- 性能顾虑 → 查看的优化技巧
shader-noise
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