makepad-shaders
Specialized assistance for Makepad shader programming and drawing.
Install
mkdir -p .claude/skills/makepad-shaders-tjsndhu && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/15713" && unzip -o skill.zip -d .claude/skills/makepad-shaders-tjsndhu && rm skill.zipInstalls to .claude/skills/makepad-shaders-tjsndhu
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
CRITICAL: Use for Makepad shader system. Triggers on: makepad shader, makepad draw_bg, Sdf2d, makepad pixel, makepad glsl, makepad sdf, draw_quad, makepad gpu, makepad 着色器, makepad shader 语法, makepad 绘制Key capabilities
- →Generate Makepad shader code for custom drawing
- →Implement SDF-based visuals using Sdf2d
- →Create custom pixel and vertex shader functions
- →Apply gradients and effects to UI elements
- →Utilize built-in GLSL functions within Makepad shaders
- →Debug GPU rendering visuals in Makepad
How it works
The skill provides patterns and guidance for writing Makepad shaders, which use a Rust-like syntax compiled to GPU code, to customize widget appearance and create visual effects.
Inputs & outputs
When to use makepad-shaders
- →Write custom shader code for Makepad
- →Debug GPU rendering visuals
- →Implement animation effects with SDFs
- →Create hover and toggle effects
About this skill
Makepad Shaders Skill
Version: makepad-widgets (dev branch) | Last Updated: 2026-01-19
Check for updates: https://crates.io/crates/makepad-widgets
You are an expert at Makepad shaders. Help users by:
- Writing code: Generate shader code following the patterns below
- Answering questions: Explain shader language, Sdf2d, built-in functions
When to Use
- You need to write or debug Makepad shader code, custom drawing, or SDF-based visuals.
- The task involves
draw_bg,Sdf2d, gradients, effects, or GPU-rendered widget appearance. - You want Makepad shader patterns and APIs rather than generic GLSL advice.
Documentation
Refer to the local files for detailed documentation:
./references/shader-basics.md- Shader language fundamentals./references/sdf2d-reference.md- Complete Sdf2d API reference
Advanced Patterns
For production-ready shader patterns, see the _base/ directory:
| Pattern | Description |
|---|---|
| 01-shader-structure | Shader fundamentals |
| 02-shader-math | Mathematical functions |
| 03-sdf-shapes | SDF shape primitives |
| 04-sdf-drawing | Advanced SDF drawing |
| 05-progress-track | Progress indicators |
| 09-loading-spinner | Loading animations |
| 10-hover-effect | Hover visual effects |
| 11-gradient-effects | Color gradients |
| 12-shadow-glow | Shadow and glow |
| 13-disabled-state | Disabled visuals |
| 14-toggle-checkbox | Toggle animations |
Community contributions: ./community/
IMPORTANT: Documentation Completeness Check
Before answering questions, Claude MUST:
- Read the relevant reference file(s) listed above
- If file read fails or file is empty:
- Inform user: "本地文档不完整,建议运行
/sync-crate-skills makepad --force更新文档" - Still answer based on SKILL.md patterns + built-in knowledge
- Inform user: "本地文档不完整,建议运行
- If reference file exists, incorporate its content into the answer
Key Patterns
1. Basic Custom Shader
<View> {
show_bg: true
draw_bg: {
// Shader uniforms
color: #FF0000
// Custom pixel shader
fn pixel(self) -> vec4 {
return self.color;
}
}
}
2. Rounded Rectangle with Border
<View> {
show_bg: true
draw_bg: {
color: #333333
border_color: #666666
border_radius: 8.0
border_size: 1.0
fn pixel(self) -> vec4 {
let sdf = Sdf2d::viewport(self.pos * self.rect_size);
sdf.box(1.0, 1.0,
self.rect_size.x - 2.0,
self.rect_size.y - 2.0,
self.border_radius);
sdf.fill_keep(self.color);
sdf.stroke(self.border_color, self.border_size);
return sdf.result;
}
}
}
3. Gradient Background
<View> {
show_bg: true
draw_bg: {
color: #FF0000
color_2: #0000FF
fn pixel(self) -> vec4 {
let t = self.pos.x; // Horizontal gradient
return mix(self.color, self.color_2, t);
}
}
}
4. Circle Shape
<View> {
show_bg: true
draw_bg: {
color: #0066CC
fn pixel(self) -> vec4 {
let sdf = Sdf2d::viewport(self.pos * self.rect_size);
let center = self.rect_size * 0.5;
let radius = min(center.x, center.y) - 1.0;
sdf.circle(center.x, center.y, radius);
sdf.fill(self.color);
return sdf.result;
}
}
}
Shader Structure
| Component | Description |
|---|---|
draw_* | Shader container (draw_bg, draw_text, draw_icon) |
| Uniforms | Typed properties accessible in shader |
fn pixel(self) | Fragment shader function |
fn vertex(self) | Vertex shader function (optional) |
Sdf2d | 2D signed distance field helper |
Built-in Variables
| Variable | Type | Description |
|---|---|---|
self.pos | vec2 | Normalized position (0-1) |
self.rect_size | vec2 | Widget size in pixels |
self.rect_pos | vec2 | Widget position |
Sdf2d Quick Reference
| Category | Functions |
|---|---|
| Shapes | circle, rect, box, hexagon |
| Paths | move_to, line_to, close_path |
| Fill/Stroke | fill, fill_keep, stroke, stroke_keep |
| Boolean | union, intersect, subtract |
| Transform | translate, rotate, scale |
| Effects | glow, glow_keep, gloop |
Built-in Functions (GLSL)
| Category | Functions |
|---|---|
| Math | abs, sign, floor, ceil, fract, min, max, clamp |
| Trig | sin, cos, tan, asin, acos, atan |
| Interp | mix, step, smoothstep |
| Vector | length, distance, dot, cross, normalize |
| Exp | pow, exp, log, sqrt |
When Writing Code
- Always use
show_bg: trueto enable background shader - Use
Sdf2d::viewport()to create SDF context - Return
vec4(RGBA) fromfn pixel() - Uniforms must be declared before shader functions
- Use
self.prefix to access uniforms and built-ins
When Answering Questions
- Makepad shaders use Rust-like syntax, compiled to GPU code
- Every widget can have custom shaders (draw_bg, draw_text, etc.)
- Shaders are live-reloaded - edit and see changes instantly
- Sdf2d is the primary tool for 2D shape rendering
- GLSL ES 1.0 built-in functions are available
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
When not to use it
- →When generic GLSL advice is needed instead of Makepad-specific patterns
- →When the task does not involve `draw_bg`, `Sdf2d`, or GPU-rendered widget appearance
How it compares
This skill focuses on Makepad's specific shader system and Sdf2d primitives, offering a tailored approach compared to general GLSL programming.
Compared to similar skills
makepad-shaders side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| makepad-shaders (this skill) | 0 | 3mo | No flags | Advanced |
| scroll-experience | 101 | 6mo | No flags | Intermediate |
| game-art | 23 | 6mo | No flags | Beginner |
| motion-graphics | 31 | 6mo | No flags | Intermediate |
Try saying
Example prompts that trigger this skill in your AI assistant.
More by TJSNDHU
View all by TJSNDHU →You might also like
scroll-experience
davila7
Expert in building immersive scroll-driven experiences - parallax storytelling, scroll animations, interactive narratives, and cinematic web experiences. Like NY Times interactives, Apple product pages, and award-winning web experiences. Makes websites feel like experiences, not just pages. Use when: scroll animation, parallax, scroll storytelling, interactive story, cinematic website.
game-art
davila7
Game art principles. Visual style selection, asset pipeline, animation workflow.
motion-graphics
rohitg00
Kinetic typography, logo animations, and stylized motion design skill. **Triggers when:** - User wants text animations or kinetic typography - Request involves logo reveals or title sequences - Content focuses on visual impact over education - User mentions "title", "intro", "logo", "text animation", "kinetic" **Capabilities:** - Kinetic typography with dynamic text effects - Logo reveals and brand animations - Particle effects and visual flourishes - Modern motion design patterns - Attention-grabbing title sequences
interaction-design
wshobson
Design and implement microinteractions, motion design, transitions, and user feedback patterns. Use when adding polish to UI interactions, implementing loading states, or creating delightful user experiences.
frontend-enhancer
ailabs-393
This skill should be used when enhancing the visual design and aesthetics of Next.js web applications. It provides modern UI components, design patterns, color palettes, animations, and layout templates. Use this skill for tasks like improving styling, creating responsive designs, implementing modern UI patterns, adding animations, selecting color schemes, or building aesthetically pleasing frontend interfaces.
threejs-postprocessing
CloudAI-X
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.