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shader-programming-glsl

Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects.

50

Quality

55%

Does it follow best practices?

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tessl review fix ./skills/shader-programming-glsl/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

57%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The skill provides solid, executable GLSL examples covering basic to intermediate topics, but suffers from explaining concepts Claude already knows (what shaders are, what uniforms do) and lacks a clear workflow with validation steps. The content mixes beginner explanations with an advanced raymarching example without clear progressive disclosure or navigation structure.

Suggestions

Remove explanatory text about what vertex/fragment shaders are, what uniforms/varyings do — Claude knows these concepts. Instead, focus on project-specific conventions, gotchas, and non-obvious patterns.

Add shader compilation validation steps: e.g., checking gl.getShaderInfoLog() after compilation, verifying uniform locations are not -1, confirming framebuffer completeness.

Split advanced examples (raymarching, post-processing) into separate referenced files to improve progressive disclosure and keep the main skill focused on core patterns.

Add host-side integration snippets (WebGL or Three.js) showing how to compile, link, and bind uniforms to make the guidance fully end-to-end actionable.

DimensionReasoningScore

Conciseness

The 'Overview' and 'When to Use This Skill' sections explain concepts Claude already knows (what vertex/fragment shaders are, what GLSL is). The explanations of uniforms and varyings are also basic knowledge. However, the code examples themselves are reasonably lean and the best practices section is efficient.

3 / 5

Actionability

The skill provides executable GLSL code examples covering vertex shaders, fragment shaders, UV passing, and raymarching. The code is copy-paste ready for specific contexts (Shadertoy for the raymarching example, Three.js-style for the others). Minor gap: no host-side integration code showing how to actually compile/link shaders or pass uniforms.

4 / 5

Workflow Clarity

The steps are numbered and sequenced (structure → uniforms/varyings → vector math → examples), but there are no validation checkpoints. The troubleshooting section mentions common issues but doesn't integrate into a workflow with explicit verification steps (e.g., checking shader compilation logs, validating uniform binding). For a skill that's more reference than workflow, this is acceptable but not strong.

3 / 5

Progressive Disclosure

The content is structured with clear headers and sections, but everything is inlined in a single file with no references to external files. The raymarching example and the basic shader examples could be split into separate reference files. For a skill of this length (~100 lines of content), inline is borderline acceptable, but the mix of beginner basics and advanced raymarching suggests better organization would help.

3 / 5

Total

13

/

20

Passed

Description

53%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description identifies a clear technical domain (GLSL shaders) and lists some relevant subtopics, but it reads more like a course catalog entry than a skill selection guide. It lacks a 'Use when...' clause, misses common synonyms and file extensions users might reference, and doesn't enumerate specific concrete actions Claude would perform.

Suggestions

Add an explicit 'Use when...' clause with trigger phrases like 'Use when the user asks about GLSL, shader programming, WebGL rendering, GPU effects, or .glsl/.vert/.frag files'.

List specific concrete actions such as 'write vertex and fragment shaders, debug shader compilation errors, implement lighting/shadow/post-processing effects, optimize shader performance'.

Include additional natural trigger terms and synonyms users might use: 'WebGL', 'OpenGL', 'GPU', 'shader code', 'rendering pipeline', 'post-processing', '.glsl'.

DimensionReasoningScore

Specificity

Names the domain (GLSL shaders) and mentions a few concrete areas (syntax, uniforms, common effects, Vertex/Fragment), but doesn't list specific actions like 'write noise functions', 'implement lighting models', or 'optimize draw calls'. The actions are more categorical than concrete.

3 / 5

Completeness

Has a clear 'what' (guide for writing GLSL shaders covering syntax, uniforms, effects) but completely lacks a 'when' clause. There is no 'Use when...' or equivalent trigger guidance, which per the rubric caps completeness at 3.

3 / 5

Trigger Term Quality

Includes relevant keywords like 'GLSL', 'shaders', 'Vertex', 'Fragment', 'uniforms', 'web', 'game engines'. However, it misses natural user phrases like 'shader code', 'GPU', 'WebGL', 'OpenGL', 'lighting', 'post-processing', '.glsl', '.vert', '.frag', or specific effect names users might ask about.

3 / 5

Distinctiveness Conflict Risk

GLSL shaders is a fairly specific niche that wouldn't easily conflict with most other skills. However, it could overlap with a general 'game development' or 'WebGL' skill. The mention of Vertex/Fragment shaders and uniforms helps distinguish it, but the broad 'web and game engines' phrasing introduces some overlap risk.

4 / 5

Total

13

/

20

Passed

Validation

90%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation10 / 11 Passed

Validation for skill structure

CriteriaDescriptionResult

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

10

/

11

Passed

Repository
administrakt0r/AI-Agents-Safe-Coding-Skills
Reviewed

Table of Contents

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