Design
makepad-2.0-shaders - Claude MCP Skill
CRITICAL: Use for Makepad 2.0 shader system. Triggers on: makepad shader, Sdf2d, pixel shader, draw_bg, draw_text, draw_quad, makepad gpu, shader function, pixel fn, vertex fn, instance, uniform, shader variable, sdf, premultiply, Pal.premul, GaussShadow, makepad graphics, custom draw, DrawQuad, DrawVector, 着色器, 像素, 渲染, 自定义绘制, 距离场
SEO Guide: Enhance your AI agent with the makepad-2.0-shaders tool. This Model Context Protocol (MCP) server allows Claude Desktop and other LLMs to critical: use for makepad 2.0 shader system. triggers on: makepad shader, sdf2d, pixel shader, draw_... Download and configure this skill to unlock new capabilities for your AI workflow.
Documentation
SKILL.md# Makepad 2.0 Shader Skill
> **Version:** makepad-widgets (dev branch) | **Last Updated:** 2026-03-03
## Overview
Makepad uses a custom GPU shader system integrated into the widget property tree. Shaders are defined inline using `pixel: fn() { ... }` and `vertex: fn() { ... }` blocks within `draw_bg`, `draw_text`, or custom draw objects.
## Documentation
Refer to the local files for detailed documentation:
- `./references/shader-reference.md` - Shader syntax, variables, built-ins, custom functions
- `./references/sdf2d-reference.md` - SDF2D primitives, combinators, drawing operations
---
## Shader Basics
### Pixel Shader Structure
```
draw_bg +: {
// Declare variables
instance hover: 0.0 // Animatable per-instance
uniform accent: #4488ff // Shared across all instances
pixel: fn() {
let sdf = Sdf2d.viewport(self.pos * self.rect_size)
// ... SDF operations ...
return sdf.result
}
}
```
### Variable Types
| Type | Declaration | Animatable | Scope |
|------|-------------|-----------|-------|
| `instance` | `instance hover: 0.0` | Yes (via Animator) | Per-widget instance |
| `uniform` | `uniform color: #fff` | No | Shared across instances |
| `texture_2d` | `texture_2d tex: none` | No | Texture sampler |
| `varying` | `varying uv: vec2` | No | Vertex → fragment |
### Built-in Variables
| Variable | Type | Description |
|----------|------|-------------|
| `self.pos` | `vec2` | Normalized position (0.0 to 1.0) |
| `self.rect_size` | `vec2` | Widget size in pixels |
| `self.dpi_factor` | `float` | Screen DPI factor |
| `self.draw_pass.time` | `float` | Time in seconds |
---
## CRITICAL: Premultiply Alpha
**Every pixel shader MUST return premultiplied alpha color!**
```
// WRONG - non-premultiplied
pixel: fn() {
return vec4(1.0, 0.0, 0.0, 0.5)
}
// CORRECT - use Pal.premul()
pixel: fn() {
return Pal.premul(vec4(1.0, 0.0, 0.0, 0.5))
}
// ALSO CORRECT - sdf.result is already premultiplied
pixel: fn() {
let sdf = Sdf2d.viewport(self.pos * self.rect_size)
sdf.circle(cx, cy, r)
sdf.fill(#f00)
return sdf.result
}
```
---
## SDF2D Quick Reference
### Setup
```
let sdf = Sdf2d.viewport(self.pos * self.rect_size)
```
### Primitives
```
sdf.circle(cx, cy, radius)
sdf.rect(x, y, w, h)
sdf.box(x, y, w, h, border_radius)
sdf.hexagon(cx, cy, radius)
sdf.arc(cx, cy, radius, start_angle, end_angle, thickness)
sdf.move_to(x, y)
sdf.line_to(x, y)
sdf.close_path()
```
### Drawing
```
sdf.fill(color) // Filled shape
sdf.stroke(color, width) // Outlined shape
sdf.glow(color, amount) // Glow effect
sdf.clear(color) // Clear with color
```
### Combinators
```
sdf.union() // Add shapes together
sdf.intersect() // Keep overlap only
sdf.subtract() // Remove second from first
sdf.gloop(radius) // Smooth union
sdf.blend(amount) // Linear blend
```
### Transforms
```
sdf.translate(x, y)
sdf.rotate(angle, cx, cy)
sdf.scale(factor, cx, cy)
```
---
## Color Operations
```
// Mix two colors
mix(#f00, #00f, 0.5) // 50% blend
// Premultiply alpha
Pal.premul(vec4(r, g, b, a))
// HSV conversions
Pal.hsv2rgb(vec4(h, s, v, 1.0))
Pal.rgb2hsv(color)
// Random
Math.random_2d(vec2(x, y))
```
---
## Common Shader Patterns
### Gradient Background
```
draw_bg +: {
pixel: fn() {
let grad = mix(#1a1a2e, #16213e, self.pos.y)
return Pal.premul(vec4(grad.xyz, 1.0))
}
}
```
### Hover Color Change
```
draw_bg +: {
instance hover: 0.0
color: #333
pixel: fn() {
return Pal.premul(mix(self.color, self.color * 1.3, self.hover))
}
}
```
### Box Shadow
```
draw_bg +: {
pixel: fn() {
let sdf = Sdf2d.viewport(self.pos * self.rect_size)
// Shadow
sdf.box(2.0, 2.0, self.rect_size.x - 4.0, self.rect_size.y - 4.0, 8.0)
sdf.fill(GaussShadow.box_shadow(sdf, 4.0, #0005))
// Card
sdf.box(0.0, 0.0, self.rect_size.x - 2.0, self.rect_size.y - 2.0, 8.0)
sdf.fill(#2a2a3d)
return sdf.result
}
}
```
### Rounded Button with States
```
draw_bg +: {
instance hover: 0.0
instance down: 0.0
uniform color_bg: #4488ff
uniform color_hover: #5599ff
uniform color_down: #3377ee
pixel: fn() {
let sdf = Sdf2d.viewport(self.pos * self.rect_size)
sdf.box(0.0, 0.0, self.rect_size.x, self.rect_size.y, 6.0)
let color = mix(self.color_bg, self.color_hover, self.hover)
let color = mix(color, self.color_down, self.down)
sdf.fill(color)
return sdf.result
}
}
```
---
## Custom Shader Functions
```
draw_bg +: {
fn wave(pos: vec2, time: float) -> float {
return sin(pos.x * 10.0 + time * 3.0) * 0.1
}
pixel: fn() {
let w = self.wave(self.pos, self.draw_pass.time)
let color = mix(#1a1a2e, #4488ff, self.pos.y + w)
return Pal.premul(vec4(color.xyz, 1.0))
}
}
```
---
## Splash Shader Capability Boundary
**Splash CAN:**
- Override `pixel: fn()`, `vertex: fn()`, `get_color: fn()` on existing draw types via `+:`
- Define helper shader functions within `+:` blocks
- Set instance/uniform variables on existing draw types
- Use all SDF2D, color, math built-ins in shader functions
**Splash CANNOT:**
- Create new DrawQuad/DrawText/DrawSvg types (must define in Rust)
- Add new instance fields to existing shaders (GPU layout is compile-time)
**Rule:** Rust defines the draw type struct + registers it; Splash overrides how it draws.
See `./references/shader-reference.md` "Splash Shader Capabilities & Boundaries" for the full pattern.
---
## Custom Fullscreen Shader Pattern (learned 2026-03-26)
For standalone shader-driven widgets (e.g. particle fields, visualizers), follow the `examples/shader` pattern:
### 1. Custom Draw Type (Rust)
```rust
#[derive(Script, ScriptHook)]
#[repr(C)] // CRITICAL: must be repr(C) for GPU layout
pub struct DrawMyShader {
#[deref] draw_super: DrawQuad, // inherits from DrawQuad
#[live] my_param: f32, // maps to shader variable
}
```
### 2. Register + Define Shader (script_mod!)
```
set_type_default() do #(DrawMyShader::script_shader(vm)){
..mod.draw.DrawQuad // inherit DrawQuad defaults
my_param: 0.5 // default value
// Custom functions: property-style syntax, NOT fn name(self, ...)
my_helper: fn(a: float, b: float) -> vec2 {
return vec2(a * 2.0, b * 0.5)
}
pixel: fn() {
let result = self.my_helper(self.pos.x, self.pos.y)
return Pal.premul(vec4(result.x, result.y, 0.0, 1.0))
}
}
```
### 3. Widget with Turtle Layout
```rust
fn draw_walk(&mut self, cx: &mut Cx2d, _: &mut Scope, walk: Walk) -> DrawStep {
cx.begin_turtle(walk, self.layout);
let rect = cx.turtle().rect();
self.draw_bg.draw_abs(cx, rect); // single fullscreen quad
cx.end_turtle_with_area(&mut self.area);
DrawStep::done()
}
```
### 4. Updating Shader Variables from Rust
```rust
// Direct field access (when draw type has #[live] fields):
self.draw_bg.my_param = 0.75;
self.area.redraw(cx);
// Via NextFrame for animation:
if let Event::NextFrame(ne) = event {
if ne.set.contains(&self.next_frame) {
self.draw_bg.my_param += 0.01;
self.area.redraw(cx);
self.next_frame = cx.new_next_frame();
}
}
```
---
## Instanced Particle Rendering (learned 2026-03-26)
For drawing thousands of independent particles (dots, stars, etc.):
### Draw Shader
```rust
#[derive(Script, ScriptHook)]
#[repr(C)]
pub struct DrawDot {
#[deref] draw_super: DrawQuad,
#[live] dot_color: Vec3, // per-instance color
}
```
```
// Shader: each instance is a small circle
pixel: fn() {
let d = length(self.pos - vec2(0.5, 0.5))
let alpha = 1.0 - smoothstep(0.35, 0.5, d)
return Pal.premul(vec4(self.dot_color * alpha, alpha))
}
```
### Rendering Loop
```rust
self.draw_dot.begin_many_instances(cx); // start batch
for i in 0..particles.len() {
let (x, y) = particles[i];
self.draw_dot.dot_color = vec3(r, g, b); // set per-instance data
self.draw_dot.draw_abs(cx, Rect {
pos: dvec2(x - radius, y - radius),
size: dvec2(radius * 2.0, radius * 2.0),
});
}
self.draw_dot.end_many_instances(cx); // submit batch as one draw call
```
### Physics Pattern (spring-back displacement)
```rust
// Per particle: store persistent displacement
displacements: Vec<(f64, f64)>,
// Each frame:
for i in 0..dots.len() {
let (mut dx, mut dy) = displacements[i];
// 1. Decay (spring back, 0.94 = ~2-3 sec return)
dx *= 0.94;
dy *= 0.94;
// 2. Apply forces (cursor push, ripples, etc.)
let dist = distance(dot_pos, mouse_pos);
let t = (1.0 - dist / radius).max(0.0);
let push = t * t * t * strength; // cubic falloff
dx += direction.x * push;
dy += direction.y * push;
displacements[i] = (dx, dy);
// Draw at original_pos + displacement
}
```
### Performance Notes
- 10,000 particles at 60fps: OK on macOS Metal (one draw call via instancing)
- CPU physics loop: 10K × 17 distance checks = ~170K ops/frame, negligible
- Key: `begin_many_instances` / `end_many_instances` batches into single GPU draw call
---
## Shader Syntax Pitfalls (learned 2026-03-26)
| Pitfall | Error | Fix |
|---------|-------|-----|
| `let x = 1.0; x = 2.0` | `cannot assign to let binding` | Use different names: `let x2 = ...` |
| `fn push(self, ...) -> vec2` | `method not found on self` | Use property syntax: `push: fn(...) -> vec2 { }` |
| `return vec4(r, g, b, a)` without premul | Incorrect alpha blending | `return Pal.premul(vec4(r, g, b, a))` |
| Custom shader in Splash eval | Silent blank render | Must use compiled `script_mod!` path |
| Missing `#[repr(C)]` on draw struct | GPU layout mismatch | Always add `#[repr(C)]` |
| `fn calc(self, x: float)` syntax | `cannot push to frozen vec` | Use `calc: fn(x: float) -> float { }` |
---
## Best Practices
1. **Always premultiply** - Use `Pal.premul()` or return `sdf.result`
2. **Use `instance` for animation** - Only instance variables work with Animator
3. **Use `uniform` for shared values** - Colors, sizes shared across instances
4. **Use `+:` merge operator** - Extend default shaders: `draw_bg +: { ... }`
5. **Keep shaders simple** - Complex shaders impact rendering performance
6. **Use SDF for shapes** - Much cleaner than manual math
7. **Test with `new_batch: true`** - Required when mixing shaders with text
8. **Property-style functions** - `name: fn(args) -> type { }`, call via `self.name(args)`
9. **Immutable let** - Shader `let` cannot be reassigned; use unique names per step
10. **`#[repr(C)]` on draw structs** - Required for GPU memory layout alignment
---
## SDF Capsule (Pill) Shape Pattern (learned 2026-03-31)
`sdf.box()` with large `border_radius` breaks when radius approaches half the dimension — the formula `size.xy - vec2(2*r, 2*r)` goes negative, producing diamond/spiky shapes. Use this standard capsule SDF instead:
```
draw_bg +: {
pixel: fn() {
let w = self.rect_size.x
let h = self.rect_size.y
let r = h * 0.5
let px = self.pos.x * w
let py = self.pos.y * h
// Standard capsule: clamp x to center segment, then circle distance
let cx = clamp(px, r, max(r, w - r))
let cy = h * 0.5
let d = length(vec2(px - cx, py - cy)) - r
let alpha = 1.0 - smoothstep(-1.0, 1.0, d)
return Pal.premul(vec4(0.1, 0.1, 0.18, alpha * 0.82))
}
}
```
**Key points:**
- `clamp(px, r, w-r)` constrains x to the center line segment between the two end circles
- `max(r, w-r)` prevents clamp range inversion when widget is very narrow
- Smoothstep `(-1.0, 1.0, d)` provides 2px anti-aliasing
- Works correctly at **any width** — dynamically adapts as `width: Fit` content changes
- No three-part union (circles + rect) needed — single formula, no seam artifacts
### Pulsing Dot in Background Shader (learned 2026-03-31)
Embed animation directly in the background shader to avoid z-order issues with child widgets (LoadingSpinner/other widgets can cause bleed-through at capsule edges):
```
draw_bg +: {
pixel: fn() {
let w = self.rect_size.x
let h = self.rect_size.y
let r = h * 0.5
let px = self.pos.x * w
let py = self.pos.y * h
// Capsule background
let cx_bg = clamp(px, r, max(r, w - r))
let cy = h * 0.5
let d_bg = length(vec2(px - cx_bg, py - cy)) - r
let bg_alpha = 1.0 - smoothstep(-1.0, 1.0, d_bg)
let bg = vec4(0.1, 0.1, 0.18, bg_alpha * 0.82)
// Pulsing dot (driven by draw_pass.time)
let t = self.draw_pass.time
let pulse = 0.5 + 0.5 * sin(t * 4.0)
let dot_r = 4.0 + pulse * 3.0
let dot_cx = r + 2.0
let d_dot = length(vec2(px - dot_cx, py - cy)) - dot_r
let dot_alpha = (1.0 - smoothstep(-1.0, 1.0, d_dot)) * bg_alpha
let dot_color = mix(vec3(0.3, 0.6, 1.0), vec3(0.2, 0.9, 0.5), pulse)
// Composite
let final_rgb = mix(bg.xyz, dot_color, dot_alpha * 0.8)
let final_a = bg.w + dot_alpha * 0.6 * (1.0 - bg.w)
return Pal.premul(vec4(final_rgb, final_a))
}
}
```
**IMPORTANT:** Must call `self.ui.widget(cx, ids!(my_window)).redraw(cx)` from `handle_next_frame` to keep `draw_pass.time` advancing. Without continuous redraw, time-based animation freezes.Signals
Information
- Repository
- ZhangHanDong/makepad-skills
- Author
- ZhangHanDong
- Last Sync
- 5/10/2026
- Repo Updated
- 5/6/2026
- Created
- 4/5/2026
Reviews (0)
No reviews yet. Be the first to review this skill!
Related Skills
Process PDF files - extract text, create PDFs, merge documents. Use when user asks to read PDF, create PDF, or work with PDF files.
code-review
Perform thorough code reviews with security, performance, and maintainability analysis. Use when user asks to review code, check for bugs, or audit a codebase.
skill-creator
Create, edit, improve, tidy, review, audit, or restructure AgentSkills and SKILL.md files.
update-chrome-binaries-test-region
- Confirm the AWS CLI is logged into account `678892195805` by running `aws sts get-caller-identity`. If not, ask the user to log in.