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vvvv-shadersvvvv 着色器

Agent Skill

vvvv-shaders 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。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

1,001

周安装

43

GitHub Stars

23

下载量

351
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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

unknown

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:vvvv-shaders(vvvv 着色器)
来源仓库:https://github.com/tebjan/vvvv-skills
仓库路径:skills/vvvv-shaders
安装命令:
npx skills add https://github.com/tebjan/vvvv-skills --skill vvvv-shaders
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 npx skills 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。

skills.shnpx skills
npx skills add https://github.com/tebjan/vvvv-skills --skill vvvv-shaders

简介

vvvv-shaders 用于处理 GitHub 仓库、Issue 和 Pull Request。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态进行协作整理。
  • 通过 npx skills add 命令从指定仓库安装并使用。
  • 安装前需确认权限范围、维护状态及是否触发联网或文件读写。
  • 建议结合原始 README 核验具体用法和功能边界。

SKILL.md

SDSL Shaders for vvvv gamma / Stride

What Is SDSL

SDSL (Stride Shading Language) is Stride's shader language — a superset of HLSL with four key additions: shader classes with inheritance, multiple inheritance (mixins), the streams system for automatic inter-stage data flow, and override for clean method replacement. Shaders are defined in .sdsl files.

Streams System

Streams replace manual VS_INPUT/VS_OUTPUT structs. Declare once, access everywhere:

stream float4 MyData : TEXCOORD5;      // Declare a custom stream variable

// In vertex shader:
streams.MyData = float4(1, 0, 0, 1);   // Write

// In pixel shader:
float4 d = streams.MyData;             // Read (auto-interpolated)

Key built-in streams:

  • streams.ShadingPosition (SV_Position) — clip-space position
  • streams.ColorTarget (SV_Target0) — pixel shader output
  • streams.Position (float4) — object-space position
  • streams.TexCoord (TEXCOORD0) — texture coordinates
  • streams.normalWS — world-space normal

Base Shader Hierarchy

Stride Core (available in both Stride and vvvv)

ShaderProvides
ShaderBaseVSMain/PSMain entry points
TexturingTexture0-9, Sampler, PointSampler, LinearSampler, TexCoord
TransformationWorld, View, Projection, WorldViewProjection matrices
PositionStream4Position, PositionWS, DepthVS
NormalStreammeshNormal, normalWS, tangentToWorld
ComputeShaderBaseCSMain entry, Compute() hook, thread groups
ComputeColorInterface returning float4 via Compute()
ComputeVoidInterface returning void via Compute()
GlobalTime, TimeStep (cbuffer PerFrame)

vvvv-Only (NOT available in plain Stride)

ShaderInheritsUse For
VS_PS_BaseShaderBase, PositionStream4, NormalStream, TransformationDrawFX base
FilterBaseTextureFXPixel-processing texture effects
MixerBaseTextureFXBlending textures
TextureFXImageEffectShader, Camera, ShaderUtilsTexture effect base

Important: VS_PS_Base already includes Transformation, NormalStream, and PositionStream4. Do NOT re-inherit them.

File Naming → Auto Node Generation

vvvv automatically creates nodes from shaders based on filename suffix:

SuffixNode TypeDescription
_TextureFX.sdslTextureFXImage processing effects
_DrawFX.sdslDrawFXDrawing/rendering shaders
_ComputeFX.sdslComputeFXCompute shaders
_ShaderFX.sdslShaderFXGeneral shader effects

Example: MyBlur_TextureFX.sdsl automatically creates a "MyBlur" TextureFX node.

Basic TextureFX Structure

shader MyEffect_TextureFX : FilterBase
{
    float Intensity = 1.0;

    float4 Filter(float4 tex0col)
    {
        return tex0col * Intensity;
    }
};

Note the semicolon after the closing brace — this is required.

Syntax Rules

For critical SDSL syntax rules (static const scope, semicolons, override, variable initialization, common mistakes, branch divergence), see syntax-rules.md.

Keywords

KeywordPurpose
shaderDefines a shader class
overrideRequired when overriding parent methods
baseAccess parent implementation
stageEnsures member defined once across compositions
streamMember accessible at every shader stage
staticStatic methods callable without inheritance
composeDeclare a composition slot for shader mixins
cloneForce separate instance of a composed shader
abstractMethod without body (child must implement)

Inheritance & Mixins

// Single inheritance
shader Child : Parent
{
    override float4 Filter(float4 tex0col)
    {
        return base.Filter(tex0col) * 0.5;
    }
};

// Multiple inheritance (mixins)
shader MyShader : FilterBase, ColorUtils, MathUtils
{
    float4 Filter(float4 tex0col)
    {
        float3 linear = ColorUtils.GammaToLinear(tex0col.rgb);
        return float4(linear, tex0col.a);
    }
};

// Static function calls (no inheritance needed)
float3 result = ColorUtils.LinearToGamma(col.rgb);

Enum Binding — C# Enum in Shaders

In the shader (.sdsl):

[EnumType("MyNamespace.BlendMode, MyAssembly")]
int Mode = 0;

In C# (.cs):

namespace MyNamespace;
public enum BlendMode
{
    Normal = 0,
    Add = 1,
    Multiply = 2,
    Screen = 3
}

Requirements:

  • The enum DLL must be pre-compiled (not from dynamic csproj)
  • Assembly name is the project name
  • vvvv must be restarted after enum DLL changes

GPU Best Practices

Protect Against Math Errors

float3 safeLog = log2(max(x, 1e-10));     // Avoid log2(0)
float3 safe = x / max(y, 0.0001);          // Avoid div by zero
float3 safePow = pow(max(x, 0.0), gamma);  // Avoid pow(negative)

Texture Sampling

// In TextureFX, tex0col is already sampled from Texture0
float4 Filter(float4 tex0col)
{
    // Sample additional textures:
    float4 tex1 = Texture1.Sample(Texturex1Sampler, streams.TexCoord);
    return lerp(tex0col, tex1, 0.5);
}

ShaderFX / ComputeColor Pattern

Composable shader nodes using compose keyword:

shader MyTonemap_ShaderFX : ComputeColor, TonemapOperators
{
    compose ComputeColor ColorIn;

    [EnumType("MyNamespace.TonemapOp, MyAssembly")]
    int Operator = 1;

    float Exposure = 0.0;

    override float4 Compute()
    {
        float4 color = ColorIn.Compute();
        color.rgb *= exp2(Exposure);
        color.rgb = ApplyTonemap(color.rgb, Operator);
        return color;
    }
};

In vvvv patching, connect a ShaderFX node to a TextureFX's compose input to chain processing.

Mixin Composition — Virtual Method Dispatch

Base shader with a virtual method, overridden by dynamically composed mixins:

// Base shader declares the virtual method
shader ColorProcessorBase
{
    float4 ProcessColor(float4 inPixel) { return inPixel; }
};

// Host shader uses composition
shader ColorTransform_TextureFX : TextureFX
{
    stage compose ColorProcessorBase Processor;

    stage override float4 Shading()
    {
        float4 col = Texture0.SampleLevel(PointSampler, streams.TexCoord, 0);
        return Processor.ProcessColor(col);
    }
};

Template / Generic Shaders

// Declaration with type parameter
shader ComputeColorWave<float Frequency> : ComputeColor, Texturing
{
    override float4 Compute()
    {
        return float4(sin(streams.TexCoord.x * Frequency), 0, 0, 1);
    }
};

// Instantiation via inheritance
shader MyEffect : ComputeColorWave<2.0f> { };

Supported template parameter types: float, int, float2, float3, float4, Texture2D, SamplerState.

Composition Arrays

Multiple composed shaders of the same type:

compose ComputeColor lights[];

override float4 Compute()
{
    float4 total = 0;
    foreach (var light in lights)
        total += light.Compute();
    return total;
}

Shared Struct Types Across Shaders

Define once, use in emit/simulate/draw pipeline:

shader ParticleTypes
{
    struct Particle { float3 Position; float3 Velocity; float Life; };
};

shader Emit_ComputeFX : ComputeShaderBase, ParticleTypes { /* fills buffer */ };
shader Simulate_ComputeFX : ComputeShaderBase, ParticleTypes { /* physics */ };
shader Draw_DrawFX : VS_PS_Base, ParticleTypes { /* renders */ };

For detailed SDSL syntax rules, see syntax-rules.md.

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02

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03

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能力概览

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能力 2

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能力 3

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能力 4

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

Codex

34.86%
按下载量换算122

Claude

30.06%
按下载量换算106

Cursor

20.08%
按下载量换算70

Gemini CLI

8.48%
按下载量换算30

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

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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