// DEGEN SHADER LAB

GAME SHADER LIBRARY

64 GPU effects. 16 categories. Every one runs in real-time on a single fragment shader. Move your mouse over the preview — you are part of the render.

NOT TUTORIALS. TOOLS.

Every shader site has a fire demo. A plasma ball. A dissolve effect. The code is always the same: a smoothstep, a noise function, some uniforms wired to sliders. You copy it, paste it, and nothing happens — because the demo was built to teach a concept, not to ship in a game.

These are different. Each shader here was designed for a specific game moment: the instant a sword connects, the frame a shield absorbs a projectile, the second a player enters a cave and the torch becomes the only light source. The GLSL solves a production problem, not an academic one.

The usage notes are the point. Every entry says what game mechanic it serves, which uniforms to drive from game state, and how to layer it with other effects. dissolve isn't "a noise threshold." It's "enemy death animation — drive uProgress 0 to 1 on kill, set uOrigin to the killing blow position."

Mouse interaction here isn't decoration. It's a rehearsal. When you move your cursor over the force field, you're testing the same input path a player's projectile would use. The preview IS the integration test.

01

SINGLE PASS

One vertex shader, one fragment shader, no render targets. If it needs ping-pong buffers, it belongs in a compositor — not a game shader library.

02

UNIFORM-DRIVEN

Every visual parameter is a uniform you set from game code. No internal state, no hidden timers. The game owns the shader, not the other way around.

03

COMPOSABLE

Layer dissolve over hit-flash. Stack subsurface with rim-light. Material-modifier on top. Each shader is a pure function — vec3 in, vec3 out.

04

USAGE-FIRST

The description explains the math. The usage note explains the game. Which mechanic it serves, which uniforms to animate, what the player feels.