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

Sobre este Skill

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

Recursos

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

# Tópicos principais

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

Skill Overview

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

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

Por que usar essa habilidade

Recomendacao: 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.

Melhor para

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

Casos de Uso Práticos 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

! Segurança e Limitações

  • Limitacao: Requires repository-specific context from the skill documentation
  • Limitacao: 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 e etapas de instalação

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

? Perguntas frequentes

O que é world42-shader-terrain-lab?

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

Como instalar world42-shader-terrain-lab?

Execute o comando: npx killer-skills add bpodwinski/World42. Ele funciona com Cursor, Windsurf, VS Code, Claude Code e mais de 19 outros IDEs.

Quais são os casos de uso de world42-shader-terrain-lab?

Os principais casos de uso incluem: 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.

Quais IDEs são compatíveis com world42-shader-terrain-lab?

Esta skill é compatível com 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. Use a CLI do Killer-Skills para uma instalação unificada.

world42-shader-terrain-lab tem limitações?

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

Como instalar este skill

  1. 1. Abra o terminal

    Abra o terminal ou linha de comando no diretório do projeto.

  2. 2. Execute o comando de instalação

    Execute: npx killer-skills add bpodwinski/World42. A CLI detectará sua IDE ou agente automaticamente e configurará a skill.

  3. 3. Comece a usar o skill

    O skill já está ativo. Seu agente de IA pode usar world42-shader-terrain-lab imediatamente no projeto atual.

! 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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