* refactor(skills): shipped-set slim — 15 skills to optional, github six-way merge, pdf absorbs OCR+nano-pdf, channel-gated teams pipeline
Maintainer-directed shipped-skills curation (skills index 1,900 -> ~1,400
tok/call on desktop; every session pays the index, so this is a per-call
diet on all installs):
- optional-skills moves (installable via skills hub, history preserved):
creative comfyui/ascii-art/excalidraw/pretext/sketch/touchdesigner-mcp;
ALL of mlops (huggingface-hub, llama-cpp, serving-llms-vllm,
weights-and-biases, evaluating-llms-harness — subcategory structure
kept); research-paper-writing (55 supporting files, 17.3K-tok load);
openhue; blogwatcher (first taught the cronjob monitor-field watch
pattern + web_extract instead of pre-cron manual workflows)
- DELETED session-librarian (Aug-12 'inspired by Perplexity Computer'
port, never maintainer-intended; session_search covers discovery)
- github: six skills (auth, issues, pr-workflow, issue-to-pr,
code-review, repo-management) merged into ONE software-development/
github skill — routing body + complete per-workflow references;
benbarclay authorship credited; codebase-inspection rides along;
discipline pins from test_github_issue_to_pr_skill.py preserved
against the reference body in the new test_github_skill.py
- pdf absorbs ocr-and-documents + nano-pdf as references/ + scripts
(extract_pymupdf, extract_marker converted to the argparse house
standard its contract test enforces)
- NEW session_platforms frontmatter gate (metadata.hermes): hides a
skill from the index on gateway channels it is not for; fail-open on
unknown platform; teams-meeting-pipeline gated to [teams, cron]
- blocked-page-recovery: research -> new web category; trigger-first
description ('Use when a fetch fails: 403/429, paywall, WAF, bot
wall.') so the model actually reaches for it on blocked fetches
- docs regenerated via generate-skill-docs.py (195 pages); related_skills
swept repo-wide; tests: 1672 passed (2 openclaw failures pre-existing
on clean main, Windows-local)
* chore: ignore .skills_prompt_snapshot.json (local index cache, accidentally committed)
3.5 KiB
3.5 KiB
GLSL Reference
Uniforms
TouchDesigner GLSL
─────────────────────────────
vec0name = 'uTime' → uniform float uTime;
vec0valuex = 1.0 → uTime value
Pass Time
glsl_op.par.vec0name = 'uTime'
glsl_op.par.vec0valuex.mode = ParMode.EXPRESSION
glsl_op.par.vec0valuex.expr = 'absTime.seconds'
uniform float uTime;
void main() { float t = uTime * 0.5; }
Built-in Uniforms (TOP)
// Output resolution (always available)
vec2 res = uTDOutputInfo.res.zw;
// Input texture (only when inputs connected)
vec2 inputRes = uTD2DInfos[0].res.zw;
vec4 color = texture(sTD2DInputs[0], vUV.st);
// UV coordinates
vUV.st // 0-1 texture coords
IMPORTANT: uTD2DInfos requires input textures. For standalone shaders use uTDOutputInfo.
Built-in Utility Functions
// Noise
float TDPerlinNoise(vec2/vec3/vec4 v);
float TDSimplexNoise(vec2/vec3/vec4 v);
// Color conversion
vec3 TDHSVToRGB(vec3 c);
vec3 TDRGBToHSV(vec3 c);
// Matrix transforms
mat4 TDTranslate(float x, float y, float z);
mat3 TDRotateX/Y/Z(float radians);
mat3 TDRotateOnAxis(float radians, vec3 axis);
mat3 TDScale(float x, float y, float z);
mat3 TDRotateToVector(vec3 forward, vec3 up);
mat3 TDCreateRotMatrix(vec3 from, vec3 to); // vectors must be normalized
// Resolution struct
struct TDTexInfo {
vec4 res; // (1/width, 1/height, width, height)
vec4 depth;
};
// Output (always use this — handles sRGB correctly)
fragColor = TDOutputSwizzle(color);
// Instancing (MAT only)
int TDInstanceID();
glslTOP
Docked DATs created automatically:
glsl1_pixel— Pixel shaderglsl1_compute— Compute shaderglsl1_info— Compile info
Pixel Shader Template
out vec4 fragColor;
void main() {
vec4 color = texture(sTD2DInputs[0], vUV.st);
fragColor = TDOutputSwizzle(color);
}
Compute Shader Template
layout (local_size_x = 8, local_size_y = 8) in;
void main() {
vec4 color = texelFetch(sTD2DInputs[0], ivec2(gl_GlobalInvocationID.xy), 0);
TDImageStoreOutput(0, gl_GlobalInvocationID, color);
}
Update Shader
op('/project1/glsl1_pixel').text = shader_code
op('/project1/glsl1').cook(force=True)
# Check errors:
print(op('/project1/glsl1_info').text)
glslMAT
Docked DATs:
glslmat1_vertex— Vertex shader (param:vdat)glslmat1_pixel— Pixel shader (param:pdat)glslmat1_info— Compile info
Note: MAT uses vdat/pdat, TOP uses vertexdat/pixeldat.
Vertex Shader Template
uniform float uTime;
void main() {
vec3 pos = TDPos();
pos.z += sin(pos.x * 3.0 + uTime) * 0.2;
vec4 worldSpacePos = TDDeform(pos);
gl_Position = TDWorldToProj(worldSpacePos);
}
Bayer 8x8 Dither Matrix
Reusable ordered dither function for retro/print aesthetics:
float bayer8(vec2 pos) {
int x = int(mod(pos.x, 8.0)), y = int(mod(pos.y, 8.0)), idx = x + y * 8;
int b[64] = int[64](
0,32,8,40,2,34,10,42,48,16,56,24,50,18,58,26,
12,44,4,36,14,46,6,38,60,28,52,20,62,30,54,22,
3,35,11,43,1,33,9,41,51,19,59,27,49,17,57,25,
15,47,7,39,13,45,5,37,63,31,55,23,61,29,53,21
);
return float(b[idx]) / 64.0;
}
glslPOP / glsladvancedPOP / glslcopyPOP
All use compute shaders. Docked DATs follow naming convention:
glsl1_compute/glsladv1_computeglslcopy1_ptCompute/glslcopy1_vertCompute/glslcopy1_primCompute