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Agent Skill

shadertoy 用于处理图像、截图、视觉识别或图片素材相关工作,适合在 OpenClaw 中需要让 Agent 分析图片、整理视觉素材或辅助图像流程时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

5,265

周安装

213

GitHub Stars

公开资料未说明

下载量

1,653
OpenClaw

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:shadertoy(shadertoy 搜索)
来源仓库:https://github.com/jvy/shadertoy
安装命令:
openclaw skills install shadertoy
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install shadertoy

简介

用于编写、调试ShaderToy风格片段着色器代码。

  • 适合在OpenClaw中辅助图形开发或视觉效果原型制作。
  • 支持解释mainImage、fragCoord等变量用法并提供移植建议。
  • 需注意着色器代码可能涉及性能优化与浏览器兼容性限制。
  • shadertoy 属于开发类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

name
shadertoy
description
Write, explain, debug, and port ShaderToy-style fragment shaders. Use when the user asks for ShaderToy code, wants help with mainImage, fragCoord, iTime, iResolution, iMouse, iChannel0..3, buffer passes, common fullscreen coordinate math, or needs to migrate a ShaderToy effect into raw WebGL, Three.js, React Three Fiber, or a browser canvas demo. NOT for general material shaders, vertex shaders, or non-ShaderToy rendering pipelines unless the task clearly starts from ShaderToy code or ShaderToy concepts.
metadata
{ "openclaw": { "emoji": "🟥" } }

ShaderToy

Use this skill for ShaderToy-native work and ShaderToy-to-runtime migration.

This skill is narrower than shader. If the problem is fundamentally about ShaderToy built-ins, mainImage, channels, buffers, or porting out of ShaderToy, use this one first.

Workflow

1. Confirm the ShaderToy shape

Resolve these first:

  • single Image pass or multi-pass with Buffer A/B/C/D
  • uses of iTime, iResolution, iMouse
  • channel usage: iChannel0..3
  • whether the code is pure procedural or samples textures / buffers

If the user posts ShaderToy code, keep the original structure visible until the effect works.

2. Debug in ShaderToy terms first

Before porting, reduce the effect inside ShaderToy conventions:

  • replace output with a constant color
  • visualize fragCoord / iResolution.xy
  • bypass texture reads and channels temporarily
  • isolate one term at a time

Read references/builtins.md for the built-in variable map.

3. Port only after the effect is understood

When porting away from ShaderToy:

  • convert mainImage(out vec4 fragColor, in vec2 fragCoord) to the host entry point
  • replace built-ins with explicit uniforms
  • recreate full-screen quad or postprocess host setup
  • account for channel textures and buffer passes explicitly

Read references/porting.md before rewriting host-side glue.

4. Keep answers concrete

Prefer:

  • a corrected ShaderToy fragment shader
  • a mapping of built-ins to host uniforms
  • a minimal migration plan
  • the first likely failure point

Commands

Inspect built-ins and channels

node {baseDir}/scripts/shadertoy.js builtins
node {baseDir}/scripts/shadertoy.js channels --json

Generate a porting checklist

node {baseDir}/scripts/shadertoy.js port three
node {baseDir}/scripts/shadertoy.js port webgl --json

Use this when converting ShaderToy code into another runtime.

Print a debug checklist

node {baseDir}/scripts/shadertoy.js debug black-screen
node {baseDir}/scripts/shadertoy.js debug channels

Generate an intake plan

node {baseDir}/scripts/shadertoy.js intake "port a shadertoy ocean to r3f"
node {baseDir}/scripts/shadertoy.js intake "fix my iChannel feedback effect" --json

Pick the right demo starting point

node {baseDir}/scripts/shadertoy.js demo single-pass
node {baseDir}/scripts/shadertoy.js demo feedback --json

Generate a scaffold recommendation

node {baseDir}/scripts/shadertoy.js scaffold three single-pass
node {baseDir}/scripts/shadertoy.js scaffold webgl feedback --json

Use this when the user wants the fastest route from a ShaderToy idea to a runnable host setup.

Assets

Bundled templates:

  • assets/shadertoy-single-pass-demo/index.html
  • assets/shadertoy-feedback-notes.txt

References

  • Built-ins, channels, and pass semantics: references/builtins.md
  • Migration rules to WebGL / Three.js / R3F: references/porting.md
  • Buffer and feedback triage: references/buffers-feedback.md

Guardrails

  • Keep ShaderToy naming intact until the effect is understood.
  • Do not invent channels or buffer passes the user did not specify.
  • If the shader relies on buffers or feedback, say so explicitly before pretending it is a single-pass effect.
  • When porting, make every implicit ShaderToy input explicit in the host code.

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenClaw

78.31%
按下载量换算1,294

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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