Design
makepad-shaders - Claude MCP Skill
CRITICAL: Use for Makepad shader system. Triggers on: makepad shader, makepad draw_bg, Sdf2d, makepad pixel, makepad glsl, makepad sdf, draw_quad, makepad gpu, makepad 着色器, makepad shader 语法, makepad 绘制
SEO Guide: Enhance your AI agent with the makepad-shaders tool. This Model Context Protocol (MCP) server allows Claude Desktop and other LLMs to critical: use for makepad shader system. triggers on: makepad shader, makepad draw_bg, sdf2d, makepa... Download and configure this skill to unlock new capabilities for your AI workflow.
Documentation
SKILL.md# 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
## 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](./_base/01-shader-structure.md) | Shader fundamentals |
| [02-shader-math](./_base/02-shader-math.md) | Mathematical functions |
| [03-sdf-shapes](./_base/03-sdf-shapes.md) | SDF shape primitives |
| [04-sdf-drawing](./_base/04-sdf-drawing.md) | Advanced SDF drawing |
| [05-progress-track](./_base/05-progress-track.md) | Progress indicators |
| [09-loading-spinner](./_base/09-loading-spinner.md) | Loading animations |
| [10-hover-effect](./_base/10-hover-effect.md) | Hover visual effects |
| [11-gradient-effects](./_base/11-gradient-effects.md) | Color gradients |
| [12-shadow-glow](./_base/12-shadow-glow.md) | Shadow and glow |
| [13-disabled-state](./_base/13-disabled-state.md) | Disabled visuals |
| [14-toggle-checkbox](./_base/14-toggle-checkbox.md) | 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
3. If reference file exists, incorporate its content into the answer
## Key Patterns
### 1. Basic Custom Shader
```rust
<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
```rust
<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
```rust
<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
```rust
<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 availableSignals
Information
- Repository
- ZhangHanDong/makepad-skills
- Author
- ZhangHanDong
- Last Sync
- 3/12/2026
- Repo Updated
- 3/11/2026
- Created
- 1/21/2026
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