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makepad-shaders

CRITICAL: Use for Makepad shader system. Triggers on:

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技能内容

Makepad Shaders Skill

> Version: makepad-widgets (dev branch) | Last Updated: 2026-01-19

>

> Check for updates: https://crates.io/crates/makepad-widgets

You are an expert at Makepad shaders. Help users by:

  • Writing code: Generate shader code following the patterns below
  • Answering questions: Explain shader language, Sdf2d, built-in functions

When to Use

  • You need to write or debug Makepad shader code, custom drawing, or SDF-based visuals.
  • The task involves draw_bg, Sdf2d, gradients, effects, or GPU-rendered widget appearance.
  • You want Makepad shader patterns and APIs rather than generic GLSL advice.

Documentation

Refer to the local files for detailed documentation:

  • ./references/shader-basics.md - Shader language fundamentals
  • ./references/sdf2d-reference.md - Complete Sdf2d API reference

Advanced Patterns

For production-ready shader patterns, see the _base/ directory:

| Pattern | Description |

|---------|-------------|

| 01-shader-structure | Shader fundamentals |

| 02-shader-math | Mathematical functions |

| 03-sdf-shapes | SDF shape primitives |

| 04-sdf-drawing | Advanced SDF drawing |

| 05-progress-track | Progress indicators |

| 09-loading-spinner | Loading animations |

| 10-hover-effect | Hover visual effects |

| 11-gradient-effects | Color gradients |

| 12-shadow-glow | Shadow and glow |

| 13-disabled-state | Disabled visuals |

| 14-toggle-checkbox | Toggle animations |

Community contributions: ./community/

IMPORTANT: Documentation Completeness Check

Before answering questions, Claude MUST:

  1. Read the relevant reference file(s) listed above
  2. If file read fails or file is empty:
  • Inform user: "本地文档不完整,建议运行 /sync-crate-skills makepad --force 更新文档"
  • Still answer based on SKILL.md patterns + built-in knowledge
  1. If reference file exists, incorporate its content into the answer

Key Patterns

1. Basic Custom Shader

<View> {
    show_bg: true
    draw_bg: {
        // Shader uniforms
        color: #FF0000

        // Custom pixel shader
        fn pixel(self) -> vec4 {
            return self.color;
        }
    }
}

2. Rounded Rectangle with Border

<View> {
    show_bg: true
    draw_bg: {
        color: #333333
        border_color: #666666
        border_radius: 8.0
        border_size: 1.0

        fn pixel(self) -> vec4 {
            let sdf = Sdf2d::viewport(self.pos * self.rect_size);
            sdf.box(1.0, 1.0,
                    self.rect_size.x - 2.0,
                    self.rect_size.y - 2.0,
                    self.border_radius);
            sdf.fill_keep(self.color);
            sdf.stroke(self.border_color, self.border_size);
            return sdf.result;
        }
    }
}

3. Gradient Background

<View> {
    show_bg: true
    draw_bg: {
        color: #FF0000
        color_2: #0000FF

        fn pixel(self) -> vec4 {
            let t = self.pos.x;  // Horizontal gradient
            return mix(self.color, self.color_2, t);
        }
    }
}

4. Circle Shape

<View> {
    show_bg: true
    draw_bg: {
        color: #0066CC

        fn pixel(self) -> vec4 {
            let sdf = Sdf2d::viewport(self.pos * self.rect_size);
            let center = self.rect_size * 0.5;
            let radius = min(center.x, center.y) - 1.0;
            sdf.circle(center.x, center.y, radius);
            sdf.fill(self.color);
            return sdf.result;
        }
    }
}

Shader Structure

| Component | Description |

|-----------|-------------|

| draw_* | Shader container (draw_bg, draw_text, draw_icon) |

| Uniforms | Typed properties accessible in shader |

| fn pixel(self) | Fragment shader function |

| fn vertex(self) | Vertex shader function (optional) |

| Sdf2d | 2D signed distance field helper |

Built-in Variables

| Variable | Type | Description |

|----------|------|-------------|

| self.pos | vec2 | Normalized position (0-1) |

| self.rect_size | vec2 | Widget size in pixels |

| self.rect_pos | vec2 | Widget position |

Sdf2d Quick Reference

| Category | Functions |

|----------|-----------|

| Shapes | circle, rect, box, hexagon |

| Paths | move_to, line_to, close_path |

| Fill/Stroke | fill, fill_keep, stroke, stroke_keep |

| Boolean | union, intersect, subtract |

| Transform | translate, rotate, scale |

| Effects | glow, glow_keep, gloop |

Built-in Functions (GLSL)

| Category | Functions |

|----------|-----------|

| Math | abs, sign, floor, ceil, fract, min, max, clamp |

| Trig | sin, cos, tan, asin, acos, atan |

| Interp | mix, step, smoothstep |

| Vector | length, distance, dot, cross, normalize |

| Exp | pow, exp, log, sqrt |

When Writing Code

  1. Always use show_bg: true to enable background shader
  2. Use Sdf2d::viewport() to create SDF context
  3. Return vec4 (RGBA) from fn pixel()
  4. Uniforms must be declared before shader functions
  5. Use self. prefix to access uniforms and built-ins

When Answering Questions

  1. Makepad shaders use Rust-like syntax, compiled to GPU code
  2. Every widget can have custom shaders (draw_bg, draw_text, etc.)
  3. Shaders are live-reloaded - edit and see changes instantly
  4. Sdf2d is the primary tool for 2D shape rendering
  5. GLSL ES 1.0 built-in functions are available

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

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