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Swiftui Graphics

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AThevon
swiftui-graphics

Advanced SwiftUI visuals - Metal shaders (.colorEffect, .layerEffect, .distortionEffect), .visualEffect, Liquid Glass (iOS 26), Canvas, holographic and CRT effects.

Overview

PublisherAThevon
Repositorygenjutsu
Skill nameswiftui-graphics
Stars
687
Forks
52
Bundled files
3
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by AThevon on GitHub. Read the source before you install it.

Installation

Install the Swiftui Graphics AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/AThevon/genjutsu/tree/main/skills/_jutsu/swiftui-graphics
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/AThevon/genjutsu.git /tmp/genjutsu
mkdir -p .claude/skills
cp -r /tmp/genjutsu/skills/_jutsu/swiftui-graphics .claude/skills/swiftui-graphics
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Swiftui Graphics in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Swiftui Graphics on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Swiftui Graphics is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Version-sensitive. Every API name, SDK gate and browser-support claim below was verified on 2026-09-08 against primary sources. What against, and when, is in _jutsu/VERSIONS.md. If that date is old, re-verify before acting on a version number.

SwiftUI Graphics

Advanced SwiftUI visuals: Metal shaders, visual effects, Liquid Glass, Canvas. Loaded for advanced thesis (shaders, holographic, liquid-glass, distortion). Foundation: ../swiftui-motion/SKILL.md covers the basics. Concise rules here. Deep-dives in references/.


Decision Tree: Which API?

NeedAPI
Pixel-level color manipulation.colorEffect(ShaderLibrary....)
Pixel position / distortion.distortionEffect(ShaderLibrary....)
Full layer with overlay (mix shader + bg).layerEffect(ShaderLibrary....)
View modifier with geometry context.visualEffect { content, geometry in }
Custom drawing (paths, gradients)Canvas { context, size in }
iOS 26+ glassmorphism.glassEffect() / GlassEffectContainer
Performance dumpCanvas with .opaque(true) then export

Default order of escalation: built-in modifiers -> .visualEffect -> Canvas -> Metal shader. Reach for shaders only when the effect is per-pixel and animated.


Metal Shaders Intro

SwiftUI binds to Metal Shading Language (MSL) via three modifiers shipped in iOS 17: .colorEffect, .distortionEffect, .layerEffect. You author a .metal file in your app target, mark functions with the [[ stitchable ]] attribute, and SwiftUI auto-generates the Swift binding via ShaderLibrary.<functionName>(...). One library per app target. Shaders run on the GPU at native resolution; arguments are passed as .float, .float2, .color, .image from Swift. Availability: iOS 17.0+, iPadOS 17.0+, Mac Catalyst 17.0+, macOS 14.0+, tvOS 17.0+, visionOS 1.0+ - not watchOS. Below those, fall back to gradients, blur, or Canvas.

The three slots differ by what data they receive:

  • .colorEffect: gets (position, color), returns transformed color. No neighbor sampling.
  • .distortionEffect: gets (position), returns a new sample position. Pixels move, colors do not change.
  • .layerEffect: gets (position, SwiftUI::Layer layer), returns final color. Can sample anywhere within maxSampleOffset. Most expensive.

Recipe: Ripple .layerEffect

Touch ripple that displaces nearby pixels along a sine wave.

swift
struct RippleView: View {
    @State var rippleOrigin: CGPoint = .zero
    @State var rippleTime: Float = 0

    var body: some View {
        Image("photo")
            .resizable()
            .scaledToFit()
            .layerEffect(
                ShaderLibrary.ripple(
                    .float2(Float(rippleOrigin.x), Float(rippleOrigin.y)),
                    .float(rippleTime),
                    .float(0.05) // amplitude
                ),
                maxSampleOffset: CGSize(width: 50, height: 50)
            )
            .onTapGesture { location in
                rippleOrigin = location
                rippleTime = 0
                withAnimation(.linear(duration: 1.2)) {
                    rippleTime = 1.2
                }
            }
    }
}
metal
// Ripple.metal
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;

[[ stitchable ]]
half4 ripple(float2 position, SwiftUI::Layer layer,
             float2 origin, float time, float amp) {
    float distance = length(position - origin);
    float wave = sin(distance * 0.05 - time * 8.0) * amp;
    float2 dir = normalize(position - origin);
    float falloff = 1.0 / max(distance, 1.0);
    float2 displaced = position + dir * wave * falloff * 50.0;
    return layer.sample(displaced);
}

Why this works:

  • [[ stitchable ]] exposes the function to SwiftUI's runtime.
  • The first two args (position, SwiftUI::Layer layer) are injected by SwiftUI for any .layerEffect. Your Swift-side args start at index 2.
  • maxSampleOffset tells SwiftUI how far you may sample beyond the view bounds. Underestimate and you get clipping. Overestimate and you waste GPU.

Recipe: Holographic .colorEffect

Oil-slick rainbow shimmer driven by time or scroll offset. Preserves luminance so dark regions stay dark.

metal
// Holographic.metal
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;

[[ stitchable ]]
half4 holographic(float2 position, half4 color, float time) {
    float n = position.x * 0.01 + position.y * 0.005 + time * 0.3;
    half3 rainbow = half3(
        sin(n * 2.0) * 0.5 + 0.5,
        sin(n * 2.0 + 2.094) * 0.5 + 0.5,
        sin(n * 2.0 + 4.188) * 0.5 + 0.5
    );
    half luminance = dot(color.rgb, half3(0.299, 0.587, 0.114));
    return half4(mix(color.rgb, rainbow * luminance * 2.0, 0.5), color.a);
}
swift
struct HolographicCard: View {
    let startTime = Date()

    var body: some View {
        TimelineView(.animation) { timeline in
            let elapsed = Float(timeline.date.timeIntervalSince(startTime))
            Image("card")
                .resizable()
                .scaledToFit()
                .colorEffect(
                    ShaderLibrary.holographic(.float(elapsed))
                )
        }
    }
}

The 2.094 and 4.188 offsets are 2pi/3 and 4pi/3 -- they spread the three sine waves to RGB phases. Keep them.


Recipe: CRT Scanlines

Vintage CRT effect: scanlines, flicker, subtle chromatic aberration.

metal
// CRT.metal
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;

[[ stitchable ]]
half4 crt(float2 position, half4 color, float time) {
    float scanline = sin(position.y * 1.5) * 0.04;
    float flicker = sin(time * 60.0) * 0.02;
    half3 result = color.rgb * (1.0 - scanline - flicker);
    // chromatic aberration on R/B channels
    return half4(result.r * 1.05, result.g, result.b * 1.05, color.a);
}
swift
.colorEffect(ShaderLibrary.crt(.float(elapsed)))

For real chromatic aberration (shifted R/B sample positions), promote to .layerEffect. The version above only tints, which reads as CRT at small scale.


.visualEffect (iOS 17+)

Modifier that exposes the view's GeometryProxy so you can react to its frame in any coordinate space without GeometryReader boilerplate.

swift
ScrollView {
    LazyVStack(spacing: 16) {
        ForEach(items) { item in
            CardView(item: item)
                .visualEffect { content, proxy in
                    let y = proxy.frame(in: .scrollView).minY
                    let scale = scale(for: y)
                    let opacity = opacity(for: y)
                    return content
                        .scaleEffect(scale)
                        .opacity(opacity)
                }
        }
    }
}

func scale(for y: CGFloat) -> CGFloat {
    let progress = max(0, min(1, y / 600))
    return 0.85 + progress * 0.15
}

Use cases:

  • Parallax cards (move slower than scroll)
  • Scroll-driven scale (cards grow as they enter view)
  • Sticky reveal (clamp position via .offset(y: max(0, -y)))

.visualEffect is purely visual: the geometry it returns is read-only and the modifier cannot trigger state updates. Don't try to write to @State from inside.


Liquid Glass (iOS 26)

System glassmorphism with adaptive depth and morphing transitions. Built into the OS, optimized at the system level.

swift
struct HeroCard: View {
    // @Namespace is a property wrapper - it has to live inside the View, not at file scope.
    @Namespace private var glassNS

    var body: some View {
        if #available(iOS 26.0, macOS 26.0, *) {
            // glassEffectID only does anything inside a GlassEffectContainer.
            GlassEffectContainer(spacing: 20.0) {
                Label("Hero", systemImage: "sparkles")
                    .font(.title2)
                    .padding()
                    // Default shape is a Capsule (DefaultGlassEffectShape); pass `in:` for anything else.
                    .glassEffect(.regular, in: .rect(cornerRadius: 24))
                    .glassEffectID("hero", in: glassNS)
            }
        } else {
            Label("Hero", systemImage: "sparkles")
                .font(.title2)
                .padding()
                .background(.ultraThinMaterial, in: .rect(cornerRadius: 24))
        }
    }
}

For grouped surfaces that should morph as one (e.g., a tab bar that splits into separate pills on hover), wrap them in a container:

swift
GlassEffectContainer(spacing: 12) {
    ForEach(tabs) { tab in
        TabIcon(tab: tab)
            .glassEffect(.regular)
            .glassEffectID(tab.id, in: glassNS)
    }
}

Pre-iOS 26: use .background(.ultraThinMaterial) for static glass. For morphing transitions, fall back to matchedGeometryEffect on a material-backed view (see swiftui-motion).

Deep-dive: references/liquid-glass-deep.md.


Canvas (SwiftUI Native Drawing)

Vector drawing API. Paths, gradients, text, blend modes -- without leaving SwiftUI.

swift
struct SparkleField: View {
    var body: some View {
        Canvas { context, size in
            for _ in 0..<20 {
                let x = Double.random(in: 0...size.width)
                let y = Double.random(in: 0...size.height)
                let radius = Double.random(in: 1...4)
                context.fill(
                    Path(ellipseIn: CGRect(x: x, y: y, width: radius, height: radius)),
                    with: .color(.white.opacity(.random(in: 0.3...1.0)))
                )
            }
        }
    }
}

To animate, wrap in TimelineView(.animation) so the closure re-runs at frame rate:

swift
TimelineView(.animation) { timeline in
    Canvas { context, size in
        let t = timeline.date.timeIntervalSinceReferenceDate
        // draw using t as time
    }
}

TimelineView(.animation) redraws at the screen refresh rate. Use .animation(minimumInterval: 0.1) for slower animations to save power.

Deep-dive: references/canvas-swiftui.md.


Performance Considerations

EffectCostNotes
.colorEffectlowRuns per pixel, simple math, no neighbor access
.distortionEffectmediumSampling cost, branch-free is critical
.layerEffecthighFull layer access, can sample anywhere
Canvas with TimelineViewvariesDepends on draw count and complexity
.glassEffectmedium-highGPU heavy, fine on modern devices

Rules:

  1. Avoid stacking >1 .layerEffect on the same view -- each is a full render pass.
  2. Precompute static parts (gradients, paths) outside the animated subtree.
  3. Profile with Instruments GPU Frame Capture and Metal System Trace before optimizing blindly.

Anti-Patterns

1. Stacked .colorEffect modifiers

Each modifier is a separate render pass.

swift
// BAD -- 5 GPU passes
Image(...)
    .colorEffect(ShaderLibrary.tint(...))
    .colorEffect(ShaderLibrary.scanlines(...))
    .colorEffect(ShaderLibrary.grain(...))
    .colorEffect(ShaderLibrary.vignette(...))
    .colorEffect(ShaderLibrary.chromatic(...))

// GOOD -- one shader does all the ops in one pass
Image(...)
    .colorEffect(ShaderLibrary.crtCombo(.float(time)))

2. Canvas redrawn on every state change

Canvas re-runs when any ancestor state changes. Without TimelineView or EquatableView, you redraw on input you never intended.

swift
// BAD -- redraws on parent re-render
struct Parent: View {
    @State var unrelated = 0
    var body: some View {
        VStack {
            Button("tick") { unrelated += 1 }
            Canvas { context, size in expensiveDraw(context, size) }
        }
    }
}

// GOOD -- isolate via EquatableView or TimelineView
TimelineView(.animation) { _ in
    Canvas { context, size in expensiveDraw(context, size) }
}

3. Hardcoded color values inside shader

Forces a recompile to change color. Pass them through.

metal
// BAD
half3 tint = half3(1.0, 0.4, 0.2);

// GOOD -- accept color from Swift
[[ stitchable ]]
half4 tinted(float2 pos, half4 color, half4 tint) {
    return half4(color.rgb * tint.rgb, color.a);
}
swift
.colorEffect(ShaderLibrary.tinted(.color(themeAccent)))

4. .glassEffect everywhere

Liquid Glass is expensive and visually noisy when overused. Reserve for hero / chrome surfaces.

swift
// BAD -- 30 glass cards in a list
LazyVStack {
    ForEach(items) { item in
        Card(item: item).glassEffect(.regular) // GPU melt
    }
}

// GOOD -- glass on the floating tab bar, opaque cards underneath
ZStack(alignment: .bottom) {
    ScrollView { LazyVStack { ForEach(items) { Card(item: $0) } } }
    TabBar().glassEffect(.regular)
}

Quick Reference

NeedLoad
Metal recipes deep divereferences/metal-recipes.md
Liquid Glass patterns + iOS 26 specificsreferences/liquid-glass-deep.md
Canvas drawing patternsreferences/canvas-swiftui.md
Base animations../swiftui-motion/SKILL.md
Foundation../motion-principles/SKILL.md
Mobile UX (iOS)../mobile-principles/SKILL.md
Desktop UX (macOS)../desktop-principles/SKILL.md

Sources

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Swiftui Graphics AI skill do?

Advanced SwiftUI visuals - Metal shaders (.colorEffect, .layerEffect, .distortionEffect), .visualEffect, Liquid Glass (iOS 26), Canvas, holographic and CRT effects.

Why use Swiftui Graphics on TypingMind?

Because you install it once and use it with any model. Swiftui Graphics is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Swiftui Graphics in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/AThevon/genjutsu/tree/main/skills/_jutsu/swiftui-graphics. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Swiftui Graphics?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Swiftui Graphics?

As many as you like. As long as a model supports skills, you can use Swiftui Graphics with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Swiftui Graphics AI skill free?

It is published on GitHub by AThevon. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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