rocaille-shader · git:20260129.4459a9e · 2026-01-29 · sha256 85c4571f36926490
rocaille-shader git:20260129.4459a9eA
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---
name: rocaille-shader
description: Generate Rocaille-style domain warping shaders with sinusoidal displacement. This skill should be used when building WebGL/GLSL visualizations, shader art, procedural backgrounds, or adding organic swirling light effects. Creates characteristic flowing patterns through iterative coordinate warping using the formula v += sin(v.yx + t) / amplitude.
argument-hint: [warp-count] [color-mode] [format]
---
# Rocaille Shader Skill
Generate organic, swirling light effects through progressive domain warping - a technique that creates increasingly complex patterns by iteratively displacing coordinates using sinusoidal functions.
## Core Technique
The Rocaille effect builds complexity through repeated application of:
```glsl
v += sin(v.yx + t) / amplitude;
```
Where:
- `v` is a 2D coordinate vector
- `v.yx` swaps x/y components creating characteristic swirl
- `t` is time for animation
- `amplitude` controls warp intensity (1.0 = strong, 4.0 = subtle)
- Each iteration adds more organic complexity
## Quick Reference
| Warps | Effect | Use Case |
|-------|--------|----------|
| 1-2 | Subtle wave | Backgrounds, subtle motion |
| 3-5 | Organic flow | Music visualizers, hero sections |
| 6-9 | Complex swirl | Psychedelic effects, main attraction |
| 10+ | Chaotic | Experimental, glitch art |
## Usage
To generate a shader, specify:
1. **Warp count** (1-15): Number of displacement iterations
2. **Color mode**: `basic`, `rainbow`, `monochrome`, `neon`, or custom RGB
3. **Output format**: `shadertoy`, `threejs`, `webgl`, `p5js`
### Generate Custom Shader
Run the generator script:
```bash
python3 scripts/rocaille_generator.py --warps 5 --color rainbow --format shadertoy
```
Options:
- `--warps N` - Number of warp iterations (default: 5)
- `--color MODE` - Color mode: basic, rainbow, monochrome, neon (default: rainbow)
- `--format FMT` - Output format: shadertoy, threejs, webgl, p5js, all (default: shadertoy)
- `--amplitude N` - Warp intensity divisor (default: 2.0)
- `--speed N` - Animation speed multiplier (default: 1.0)
- `--demo` - Generate interactive HTML demo page
### Asset Templates
Pre-built templates available in `assets/templates/`:
| Template | Description |
|----------|-------------|
| `shadertoy.glsl` | Shadertoy-compatible fragment shader |
| `threejs.js` | Three.js ShaderMaterial with uniforms |
| `vanilla-webgl.html` | Pure WebGL2, no dependencies |
| `p5js.js` | P5.js shader mode integration |
| `interactive.html` | Full demo with controls |
## Implementation Patterns
### Minimal Shadertoy
```glsl
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
vec2 v = uv;
for(int i = 0; i < 5; i++) {
v += sin(v.yx + iTime) / 2.0;
}
float d = 1.0 / length(v);
fragColor = vec4(vec3(d * 0.1), 1.0);
}
```
### Three.js Integration
```javascript
const material = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uWarpCount: { value: 5 },
uAmplitude: { value: 2.0 }
},
vertexShader: vertexCode,
fragmentShader: fragmentCode
});
// In animation loop
material.uniforms.uTime.value = performance.now() / 1000;
```
## Customization
### Base Shape Variations
Replace `1.0 / length(v)` with:
- `length(v)` - Inverted (dark center)
- `sin(length(v) * 10.0)` - Ripple rings
- `abs(v.x) + abs(v.y)` - Diamond shape
- `max(abs(v.x), abs(v.y))` - Square shape
### Color Mapping
```glsl
// Rainbow based on angle
vec3 color = 0.5 + 0.5 * cos(atan(v.y, v.x) + vec3(0, 2, 4));
// Neon glow
vec3 color = vec3(d * 0.2, d * 0.05, d * 0.3);
// Temperature gradient
vec3 color = mix(vec3(0.1, 0.2, 0.8), vec3(1.0, 0.3, 0.1), d);
```
## Reference Documentation
For deeper understanding:
- `references/rocaille-complete.md` - Full 8-step shader breakdown
- `references/domain-warping.md` - Theory from Inigo Quilez
- `references/glsl-patterns.md` - Common GLSL patterns used
## Combining Effects
Layer with other techniques:
- **Bloom**: Apply gaussian blur to bright areas
- **Grain**: Add `fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453)`
- **Vignette**: Multiply by `1.0 - length(uv) * 0.5`
- **Chromatic aberration**: Sample RGB at slightly offset UVs