world42-shader-terrain-lab — for Claude Code world42-shader-terrain-lab, World42, community, for Claude Code, ide skills, uniforms, samplers, vPosition, uPatchCenter, vWorldPosRender

v1.0.0

Acerca de este Skill

Escenario recomendado: Ideal for AI agents that need world42 shader terrain lab. Resumen localizado: Update runtime set calls and default values. This AI agent skill supports Claude Code, Cursor, and Windsurf workflows.

Características

World42 Shader Terrain Lab
1) Audit shader bindings
./.codex/skills/world42-shader-terrain-lab/scripts/audit-shader-bindings.ps1
Uniforms declared in GLSL but not declared in TS material/postprocess lists
Uniforms declared but never set

# Temas principales

bpodwinski bpodwinski
[6]
[0]
Actualizado: 3/19/2026

Skill Overview

Start with fit, limitations, and setup before diving into the repository.

Escenario recomendado: Ideal for AI agents that need world42 shader terrain lab. Resumen localizado: Update runtime set calls and default values. This AI agent skill supports Claude Code, Cursor, and Windsurf workflows.

¿Por qué usar esta habilidad?

Recomendacion: world42-shader-terrain-lab helps agents world42 shader terrain lab. Update runtime set calls and default values. This AI agent skill supports Claude Code, Cursor, and Windsurf workflows.

Mejor para

Escenario recomendado: Ideal for AI agents that need world42 shader terrain lab.

Casos de uso accionables for world42-shader-terrain-lab

Caso de uso: Applying World42 Shader Terrain Lab
Caso de uso: Applying 1) Audit shader bindings
Caso de uso: Applying ./.codex/skills/world42-shader-terrain-lab/scripts/audit-shader-bindings.ps1

! Seguridad y limitaciones

  • Limitacion: Requires repository-specific context from the skill documentation
  • Limitacion: Works best when the underlying tools and dependencies are already configured

About The Source

The section below comes from the upstream repository. Use it as supporting material alongside the fit, use-case, and installation summary on this page.

Demo Labs

Browser Sandbox Environment

⚡️ Ready to unleash?

Experience this Agent in a zero-setup browser environment powered by WebContainers. No installation required.

Boot Container Sandbox

FAQ y pasos de instalación

These questions and steps mirror the structured data on this page for better search understanding.

? Preguntas frecuentes

¿Qué es world42-shader-terrain-lab?

Escenario recomendado: Ideal for AI agents that need world42 shader terrain lab. Resumen localizado: Update runtime set calls and default values. This AI agent skill supports Claude Code, Cursor, and Windsurf workflows.

¿Cómo instalo world42-shader-terrain-lab?

Ejecuta el comando: npx killer-skills add bpodwinski/World42. Funciona con Cursor, Windsurf, VS Code, Claude Code y más de 19 IDE adicionales.

¿Cuáles son los casos de uso de world42-shader-terrain-lab?

Los casos de uso principales incluyen: Caso de uso: Applying World42 Shader Terrain Lab, Caso de uso: Applying 1) Audit shader bindings, Caso de uso: Applying ./.codex/skills/world42-shader-terrain-lab/scripts/audit-shader-bindings.ps1.

¿Qué IDE son compatibles con world42-shader-terrain-lab?

Esta skill es compatible con Cursor, Windsurf, VS Code, Trae, Claude Code, OpenClaw, Aider, Codex, OpenCode, Goose, Cline, Roo Code, Kiro, Augment Code, Continue, GitHub Copilot, Sourcegraph Cody, and Amazon Q Developer. Usa la CLI de Killer-Skills para una instalación unificada.

¿Tiene limitaciones world42-shader-terrain-lab?

Limitacion: Requires repository-specific context from the skill documentation. Limitacion: Works best when the underlying tools and dependencies are already configured.

Cómo instalar este skill

  1. 1. Abre tu terminal

    Abre la terminal o línea de comandos en el directorio de tu proyecto.

  2. 2. Ejecuta el comando de instalación

    Ejecuta: npx killer-skills add bpodwinski/World42. La CLI detectará tu IDE o agente automáticamente y configurará la skill.

  3. 3. Empieza a usar el skill

    El skill ya está activo. Tu agente de IA puede usar world42-shader-terrain-lab de inmediato en el proyecto actual.

! Source Notes

This page is still useful for installation and source reference. Before using it, compare the fit, limitations, and upstream repository notes above.

Upstream Repository Material

The section below comes from the upstream repository. Use it as supporting material alongside the fit, use-case, and installation summary on this page.

Upstream Source

world42-shader-terrain-lab

Update runtime set calls and default values. This AI agent skill supports Claude Code, Cursor, and Windsurf workflows. World42 Shader Terrain Lab

SKILL.md
Readonly
Upstream Repository Material
The section below comes from the upstream repository. Use it as supporting material alongside the fit, use-case, and installation summary on this page.
Upstream Source

World42 Shader Terrain Lab

Work from contract to effect: keep GLSL declarations, TS uniform/sampler lists, and runtime set* bindings in sync before tuning visual output.

Workflow

1) Audit shader bindings

Run:

powershell
1./.codex/skills/world42-shader-terrain-lab/scripts/audit-shader-bindings.ps1

Use it to detect:

  • Uniforms declared in GLSL but not declared in TS material/postprocess lists
  • Uniforms declared but never set
  • Runtime set* calls on names not declared in GLSL
  • Sampler mismatches

2) Apply shader changes in lockstep

When adding/removing a uniform or sampler:

  • Update GLSL declaration.
  • Update TS uniforms/samplers arrays.
  • Update runtime set* calls and default values.

Do this for both terrain shader and atmosphere postprocess paths.

3) Verify space assumptions

  • Terrain shader local geometry logic remains planet-local (vPosition, uPatchCenter).
  • Shadow projection inputs stay render-space (vWorldPosRender + lightMatrix).
  • Lighting direction passed from chunk forge stays normalized and local as expected.

4) Validate visual debug modes

  • Toggle ChunkTree.debugLODEnabled path and confirm debugLOD branch.
  • Keep debugUV branch available for UV diagnostics.
  • Recheck shadows after changing normal or world-position paths.

Use references/shader-uniform-contracts.md and references/shader-debug-playbook.md.

Resources

  • Script: scripts/audit-shader-bindings.ps1
  • Reference: references/shader-uniform-contracts.md
  • Reference: references/shader-debug-playbook.md

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