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Glsl Shader Expert

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Expert guide for modern web shaders: Three Shading Language (TSL), WebGPU WGSL, Compute Shaders, and WebGL GLSL in Three.js and Babylon.js. Covers procedural generation, compute kernels, and post-processing / Panduan ahli shader web modern: TSL, WGSL, Compute Shader, dan GLSL.

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  • Added September 6, 2026
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SKILL.md
---
name: glsl-shader-expert
description: "Expert guide for modern web shaders: Three Shading Language (TSL), WebGPU WGSL, Compute Shaders, and WebGL GLSL in Three.js and Babylon.js. Covers procedural generation, compute kernels, and post-processing / Panduan ahli shader web modern: TSL, WGSL, Compute Shader, dan GLSL."
author: "Roedy Rustam"

version: "4.2.0"
---

# Modern Web Shader Expert (TSL, WGSL, Compute Shaders & GLSL)

[English](#english) | [Bahasa Indonesia](#bahasa-indonesia)

---

<a name="english"></a>
## English

### Orchestration & Integration
Connects and orchestrates with relevant domain skills:
- `web-3d-graphics-expert` — WebGPU/WebGL scene rendering and NodeMaterial binding.
- `web-game-engine-expert` — Physics simulations, particle systems, and VFX materials.
- `ui-ux-pro-max` — Modern visual effects, glassmorphism, and screen-space distortion.
- `performance-web-vitals` — GPU profiling, draw call reduction, and compute shader optimization.

### Description
Production-grade guidance for authoring, compiling, and optimizing GPU shaders for modern web applications. Focuses on the cutting-edge **TSL (Three Shading Language)** node system which cross-compiles to both **WGSL (WebGPU)** and **GLSL (WebGL2)**, standalone **WGSL Compute Shaders** for parallel processing (particles, boids, simulation), and legacy **GLSL** optimization.

### Trigger Conditions
Activate this skill when the user is:
- Writing custom shader materials in Three.js or Babylon.js.
- Refactoring legacy GLSL shaders to Three Shading Language (TSL) or WebGPU WGSL.
- Implementing WebGPU Compute Shaders (`@compute` workgroups, storage buffers).
- Creating procedural VFX: fluid simulations, volumetric clouds, noise-based terrain, or holographic shields.
- Designing post-processing screen passes (bloom, chromatic aberration, SSAO/GTAO, depth of field).
- Optimizing GPU bottlenecks, thread divergence, or ALU instruction counts.

---

### Modern Web Shader Paradigms (2026)

| Paradigm | Target API | Key Advantages | When to Use |
| :--- | :--- | :--- | :--- |
| **TSL (Three Shading Language)** | WebGPU + WebGL2 | Cross-compiles node trees to WGSL and GLSL; type-safe JavaScript/TypeScript syntax. | Default standard for modern Three.js (r170+) materials and post-processing. |
| **WGSL (WebGPU Shading Language)** | WebGPU native | Direct GPU memory access, structured storage buffers, atomic operations. | Raw WebGPU apps, Babylon.js WebGPU compute, custom WebGPU pipelines. |
| **Compute Shaders** | WebGPU | General-purpose GPU (GPGPU) computing; runs without rasterization or vertex buffers. | 100,000+ particle systems, cloth physics, fluid simulation, GPU boids. |
| **GLSL (ES 3.0)** | WebGL2 fallback | Universal device compatibility on legacy hardware. | Legacy Three.js/Babylon.js projects and fallback pipelines. |

---

### 1. Three Shading Language (TSL) Node System

TSL replaces string-concatenated GLSL with modular, type-safe node expressions that Three.js automatically compiles to WGSL on WebGPU and GLSL on WebGL2.

```typescript
import * as THREE from 'three/webgpu';
import { Fn, float, vec3, color, uv, time, positionLocal, sin, uniform } from 'three/tsl';

// Define custom dynamic uniforms
const uFrequency = uniform(3.0);
const uSpeed = uniform(1.5);

// Reusable TSL shader function (Node-based)
const waterWave = Fn(([freq, spd]) => {
  const coord = uv();
  const wave = sin(coord.x.mul(freq).add(time.mul(spd)))
    .add(sin(coord.y.mul(freq).add(time.mul(spd))))
    .mul(0.5);
  return wave;
});

// Vertex Position displacement in TSL
const displacedPosition = Fn(() => {
  const wave = waterWave(uFrequency, uSpeed);
  const newPos = positionLocal.add(vec3(0.0, wave.mul(0.2), 0.0));
  return newPos;
});

// Create Node Material
const oceanMaterial = new THREE.MeshStandardNodeMaterial();
oceanMaterial.positionNode = displacedPosition();
oceanMaterial.colorNode = Fn(() => {
  const wave = waterWave(uFrequency, uSpeed);
  const baseColor = color(0x004488);
  const foamColor = color(0x88eeff);
  return baseColor.mix(foamColor, wave.add(0.5));
})();
```

---

### 2. WebGPU Compute Shaders (GPGPU Parallel Processing)

Compute shaders run arbitrary mathematical workloads across thousands of GPU threads simultaneously:

```typescript
import * as THREE from 'three/webgpu';
import { Fn, float, vec3, uniform, storage, instanceIndex } from 'three/tsl';

const PARTICLE_COUNT = 65536;

// Create GPU Storage Buffers
const positionBuffer = new THREE.StorageBufferAttribute(new Float32Array(PARTICLE_COUNT * 3), 3);
const velocityBuffer = new THREE.StorageBufferAttribute(new Float32Array(PARTICLE_COUNT * 3), 3);

const posStorage = storage(positionBuffer, 'vec3', PARTICLE_COUNT);
const velStorage = storage(velocityBuffer, 'vec3', PARTICLE_COUNT);

// TSL Compute Kernel (executes per particle on GPU)
const computeParticles = Fn(() => {
  const index = instanceIndex;
  const pos = posStorage.element(index);
  const vel = velStorage.element(index);

  // Update position based on velocity
  pos.addAssign(vel.mul(0.016));

  // Bounce off boundaries [-5, 5]
  vel.y.assign(pos.y.lessThan(-5.0).select(vel.y.abs(), vel.y));
  vel.y.assign(pos.y.greaterThan(5.0).select(vel.y.abs().negate(), vel.y));
})().compute(PARTICLE_COUNT);

// In the render loop:
// renderer.compute(computeParticles);
// renderer.render(scene, camera);
```

---

### 3. High-Performance Shader Rules (GPU Architecture)

1. **Eliminate Branching Divergence:**
   - GPU threads execute in lockstep warps (NVIDIA: 32 threads, AMD/Apple: 32-64 threads).
   - If threads inside the same warp take different branches in an `if/else`, both paths are evaluated serially, destroying throughput.
   - **Use Math Primitives:** Replace branches with `step()`, `smoothstep()`, `mix()`, `clamp()`, or `select()`.
   ```glsl
   // BAD: Divergent GPU branch
   if (vDepth > 0.5) { color = vec3(1.0); } else { color = vec3(0.0); }

   // GOOD: Branchless step function
   color = vec3(step(0.5, vDepth));
   ```

2. **Precision Management:**
   - Always specify precision for mobile GPUs.
   - Use `mediump` (16-bit float) for colors, normal vectors, and UVs to gain 2x arithmetic throughput and save bandwidth.
   - Reserve `highp` (32-bit float) for world-space coordinates and depth calculations.

3. **Precompute on CPU or Vertex Shader:**
   - Never compute values in the fragment shader (millions of pixels) that are constant across the mesh or linear across vertices.
   - Move matrix inversions, static lighting directions, or uniform transformations to the CPU or Vertex stage.

---

<a name="bahasa-indonesia"></a>
## Bahasa Indonesia

### Integrasi Orkestrasi
Terhubung dan mengorkestrasi skill domain yang relevan:
- `web-3d-graphics-expert` — Rendering scene WebGPU/WebGL dan integrasi NodeMaterial.
- `web-game-engine-expert` — Simulasi fisika, sistem partikel, dan material efek game.
- `ui-ux-pro-max` — Efek visual modern, glassmorphism, dan distorsi screen-space.
- `performance-web-vitals` — Profiling GPU, optimasi draw call, dan compute shader.

### Deskripsi
Panduan produksi untuk menulis, mengompilasi, dan mengoptimalkan shader GPU untuk aplikasi web modern. Fokus pada sistem node **TSL (Three Shading Language)** yang dapat dikompilasi silang menjadi **WGSL (WebGPU)** dan **GLSL (WebGL2)**, **Compute Shader WGSL** mandiri untuk pemrosesan paralel GPU skala masif (partikel, boids, simulasi cairan), dan optimasi **GLSL**.

### Kondisi Pemicu
Aktifkan skill ini ketika pengguna:
- Menulis *custom shader material* pada Three.js atau Babylon.js.
- Merefaktor shader GLSL lama menjadi Three Shading Language (TSL) atau WebGPU WGSL.
- Mengimplementasikan WebGPU Compute Shader (`@compute` workgroups, storage buffers).
- Membuat efek visual prosedural (simulasi air, awan volumetrik, medan prosedural, perisai hologram).
- Merancang *post-processing passes* (bloom, chromatic aberration, SSAO, depth of field).
- Mengatasi bottleneck GPU, *thread divergence*, atau instruksi ALU berlebih.

---

### Prinsip Utama Shader Modern

1. **Adopsi TSL (Three Shading Language)**:
   - Hindari menulis shader dalam bentuk *string concatenation* GLSL mentah pada proyek modern. Gunakan TSL (`Fn`, `color`, `uv`, `positionLocal`). TSL menjaga keamanan tipe (type-safety) dan otomatis menghasilkan WGSL atau GLSL sesuai runtime.

2. **GPGPU dengan Compute Shader**:
   - Manfaatkan WebGPU Compute Shader untuk kalkulasi ribuan partikel atau simulasi matematika tanpa melalui tahap rasterisasi atau vertex buffer tradisional.

3. **Aturan Anti-Branching (Branchless Shader)**:
   - GPU mengeksekusi instruksi dalam kelompok thread (*warp/wavefront*). Percabangan `if/else` yang tidak seragam akan memaksa GPU mengeksekusi kedua cabang secara berurutan (*branch penalty*).
   - Gunakan fungsi matematika seperti `step()`, `smoothstep()`, dan `mix()` alih-alih percabangan logika kondisional.

4. **Manajemen Presisi**:
   - Gunakan `mediump` (16-bit float) untuk warna, koordinat UV, dan vektor normal untuk melipatgandakan kecepatan komputasi pada GPU smartphone.
   - Gunakan `highp` (32-bit float) hanya untuk posisi ruang dunia (*world space*) dan perhitungan kedalaman (*depth*).

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