Shader For Interfaces logo

Shader For Interfaces

Organization
v2space-labs
shader-for-interfaces

Decide whether an interface effect should stay in CSS, SVG, or Canvas 2D or needs WebGL or WebGPU, then create, integrate, diagnose, and visually verify focused GPU effects inside product interfaces. Use for contained Three.js/WebGL2/GLSL or vgpu/WebGPU/WGSL surfaces, modest particles, GPU data views, and responsive canvases in TypeScript or React. Do not use for dependent passes, persistent simulations, formal render graphs, adaptive-quality systems, or renderer migrations.

Overview

Publisherv2space-labs
Repositoryshader-for-interfaces
Skill nameshader-for-interfaces
Stars
119
Forks
1
Bundled files
11
LicenseMIT
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.

  • 11 bundled files

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

  • Open source

    Published by v2space-labs on GitHub. Read the source before you install it.

Installation

Install the Shader For Interfaces 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/v2space-labs/shader-for-interfaces/tree/main
  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/v2space-labs/shader-for-interfaces.git \
  .claude/skills/shader-for-interfaces
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Shader For Interfaces 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 Shader For Interfaces 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 Shader For Interfaces 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.

Shader for Interfaces

Build the effect as part of the product. Keep content, controls, layout, and accessibility in the interface while the GPU supplies the visual layer.

Task mode

  • Recommend: read effect-selection.md, compare the viable renderers, and return a decision, tradeoffs, fallback, and validation gaps. Do not change files unless asked.
  • Diagnose: reproduce and isolate the failure. Explain the cause and a scoped fix; implement it only when the request includes fixing the issue.
  • Build or change: follow the complete workflow, integrate the effect, and pass the browser gate.

Scope

For GPU implementation, this skill handles a focused, contained surface: one effect or draw, modest particles or data, and fixed quality caps chosen from measurement. It does not implement dependent render targets, ping-pong or feedback state, persistent GPU simulations, measured adaptive-quality controllers, formal render graphs, Three.js TSL/WebGPU migrations, or reusable delivery systems.

When a request crosses this boundary, name the features outside scope. Offer a contained simplification only when it still meets the user's goal; if it does not, return a system and acceptance outline and leave the advanced implementation undone. Never present a partial advanced system as complete.

Load only what the current decision or symptom needs:

SymptomRead
Renderer choice among CSS, SVG, Canvas 2D, WebGL, and WebGPUeffect-selection.md
Blank, black, malformed, or non-compiling GLSL or ShaderMaterialglsl-patterns.md
Vague visual idea, mood, or request without shader vocabularybrief-to-effect.md
Resize, layering, pointer, alpha, or lifecycle failureui-integration.md
Low frame rate, leak, context loss, or fallback failureperformance-accessibility.md
Texture load, crop, edge, or distortion problemtextures-and-distortion.md
Particle count, bounds, update, or overdraw problemparticles.md
React Three Fiber ownership or frame-loop problemr3f-integration.md
Blank or non-compiling WGSL, or a vgpu adapter, binding, surface, device, or headless-render problemvgpu-wgsl.md
Incorrect or misleading data outputdata-visualization.md
Generic or unmotivated palette, muddy gradient, or low contrastcolor-direction.md

Workflow for build and change tasks

  1. Inspect the project, target surface, existing renderer, installed Three.js, R3F, or vgpu versions, design tokens, interaction states, and device constraints. Resolve version-specific APIs from the target lockfile and installed documentation. Keep the current stack unless it blocks the requested result.
  2. Write a brief visual contract that names the effect's UI role, protected content, applicable component states, readiness condition, inputs, still composition, motion, target devices, fallback, and reduced-motion state. When the user starts from a mood or plain-language visual idea, read brief-to-effect.md and translate it without requiring shader vocabulary. Use color-direction.md to record the palette source, role map, and purpose of every gradient or glow before fixing color values.
  3. Choose the lightest renderer that can meet the contract. Read effect-selection.md before adding a GPU renderer to a project that does not already use one. For a contained vgpu/WGSL path, also read vgpu-wgsl.md. Apply the scope boundary above before implementation. When CSS, SVG, or Canvas 2D wins, keep the same contract discipline: name the first stable visual checkpoint, state what readiness and fallback mean for that renderer, and explicitly mark GPU-only compilation, context/device failure, and teardown checks as not applicable instead of silently omitting them.
  4. Build a no-post baseline. Verify geometry, coordinates, color, alpha, resize behavior, and one motion source before adding polish.
  5. Expose design-facing controls such as intensity, scale, softness, turbulence, depth, contrast, motionSpeed, interactionRadius, and dataExaggeration. Give each public control a default, useful range, visible meaning, and a cost note when it changes GPU work. Keep raw shader constants out of the public control surface.
  6. Integrate the canvas with ui-integration.md. Preserve clipping, stacking, input, responsive layout, DOM semantics, and cleanup.
  7. Use glsl-patterns.md while writing or adapting GLSL. Diagnose intermediate values before changing several parameters at once.
  8. Profile GPU and page-level outcomes, add fallbacks with performance-accessibility.md, then pass the browser checks below.

For data-driven work, read data-visualization.md before uploading buffers or textures. Define each source-to-visual mapping, including units, domain, missing values, legend, and accessible alternative. Keep decorative motion separate from represented values.

For image sampling or distortion, read textures-and-distortion.md. For point or instanced effects, read particles.md. For an effect inside an existing R3F application, read r3f-integration.md.

When a separate vgpu skill is available and vgpu is the selected renderer, use it as the version-specific API and performance companion after reading vgpu-wgsl.md. Keep this skill responsible for renderer choice, product integration, visual direction, accessibility, fallback, and browser acceptance. The companion skill remains optional.

Implementation constraints

  • Reuse the host application's renderer. Once Three.js is justified, default to WebGLRenderer with ShaderMaterial for custom GLSL. Do not add vgpu beside an existing Three.js or R3F renderer for one effect unless the product explicitly needs a separate WebGPU surface and accepts the extra device, bundle, lifecycle, and fallback cost.
  • Choose vgpu for a contained WebGPU/WGSL effect when the project already uses it or when WebGPU, WGSL modules, or browser-and-Node pixel validation provides a concrete benefit. vgpu does not supply an automatic WebGL fallback; keep a designed non-WebGPU state.
  • Give a contained vgpu surface one Gpu owner. Create its surface, effect, and resource objects once. After the first set(), keep each binding in the same ownership category: continue sending plain values to value-backed bindings, and keep user-owned textures, buffers, and samplers resource-backed. Stop the frame loop, unsubscribe resize callbacks, and call gpu.dispose() during teardown.
  • Use the installed vgpu documentation or companion skill to resolve current API details. Load only the concept, guide, or symbol needed for the next decision; do not vendor the upstream manual or assume the latest online API matches the lockfile.
  • Check the installed Three.js and R3F versions before using version-specific shader chunks, color APIs, renderer compilation hooks, or frame-loop behavior. Translate older APIs deliberately rather than presenting current syntax as version-agnostic.
  • Use RawShaderMaterial only when full shader declarations are intentional. Then own precision, attributes, uniforms, GLSL version, fragment output, and output color conversion explicitly.
  • Keep an existing React Three Fiber setup. Do not add R3F to a vanilla Three.js project for one effect.
  • Keep DOM or application state authoritative. Feed shaders bounded visual derivatives of hover, focus, press, selection, disabled, loading, error, and progress states instead of making the GPU the component state machine.
  • Name the owner of the renderer, scene, camera, geometry, material, uniforms, animation loop, resize logic, and cleanup.
  • Mutate stable uniforms in the frame loop. Do not recreate materials, geometry, typed arrays, or React state each frame.
  • Normalize pointer input within the canvas container unless the interaction is intentionally global.
  • Use ResizeObserver for component-sized canvases. Distinguish CSS size, drawing-buffer size, and shader resolution.
  • Avoid unbounded renderer, context, device, loop, and observer counts across repeated components. Use ui-integration.md to choose isolated, shared, or demand-driven surfaces. Carry focus, disabled/loading suppression, interruption, readiness, and fallback behavior into the chosen repeated-surface approach.
  • Cap DPR. Start at Math.min(devicePixelRatio, 2) and lower it for fragment-heavy surfaces.
  • Test color space, alpha, and transparent edges over the real interface background.
  • Require a product, brand, reference, material, or data reason for dominant hues. Do not default to purple-cyan gradients, neon-on-dark glow, glass surfaces, or any replacement canned palette.
  • Keep essential text, controls, status, and the only representation of data out of the canvas.
  • Adapt shader source, textures, models, fonts, and data only when the user owns them or the applicable license permits the use. Preserve required attribution in the target project.

Browser gate

Before claiming completion:

  1. Run the real app and check JavaScript, shader compilation, selected GPU backend, and asset errors.
  2. Inspect desktop, mobile, and one unusual aspect ratio. When the effect repeats, test a representative grid or list rather than one isolated instance. Record layout stability, primary interaction latency, loading, and the first stable effect frame in addition to GPU timing.
  3. Freeze time or use a fixed seed to judge the still composition.
  4. Watch several seconds of motion for seams, hard bands, popping, unstable transparency, and discontinuities.
  5. Test applicable default, hover, focus-visible, pressed, selected, disabled, loading, error, and progress states; input at the surface edges; resize; pointer cancellation; touch-scroll takeover; route interruption; and rapid re-entry.
  6. Test reduced motion, initialization or context/device failure, unavailable selected GPU backend, and the static fallback.
  7. Check the readability of the actual UI and inspect canvas accessibility semantics: decorative surfaces stay hidden and unfocusable, while meaningful or interactive surfaces have an accessible DOM equivalent or a complete name, description, and keyboard model.
  8. Run the acceptance checklist in color-direction.md, including light/dark and runtime theme changes, supported forced-colors/high-contrast modes, grayscale, worst-frame contrast, non-color cues, and the generic-palette test.
  9. Record browser, viewport, DPR, quality setting, and remaining gaps.

When output looks wrong, inspect UVs, normals, depth, field value, particle age, data value, alpha, and overdraw before tuning the final color.

Handoff

Match the handoff to the task:

  • Recommend: report the renderer decision, rationale, constraints, fallback, and next validation step.
  • Diagnose: report the cause, affected files or shader stages, reproduction evidence, scoped fix, and anything still inferred or unverified.
  • Build or change: return the runnable integration and report changed files, public controls, input or data paths, browser checks, fallback behavior, and unverified states.

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 Shader For Interfaces AI skill do?

Decide whether an interface effect should stay in CSS, SVG, or Canvas 2D or needs WebGL or WebGPU, then create, integrate, diagnose, and visually verify focused GPU effects inside product interfaces. Use for contained Three.js/WebGL2/GLSL or vgpu/WebGPU/WGSL surfaces, modest particles, GPU data views, and responsive canvases in TypeScript or React. Do not use for dependent passes, persistent simulations, formal render graphs, adaptive-quality systems, or renderer migrations.

Why use Shader For Interfaces on TypingMind?

Because you install it once and use it with any model. Shader For Interfaces 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 Shader For Interfaces in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/v2space-labs/shader-for-interfaces/tree/main. 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 Shader For Interfaces?

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 Shader For Interfaces?

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

Is the Shader For Interfaces AI skill free?

Yes. It is published on GitHub by v2space-labs under the MIT license. 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇