raylib rendering and shaders
Keeps drawing passes and shader resources in a predictable order. It prevents render-state mistakes and repeated resource creation when combining the world, effects and interface.
raylib-rendering-shaders
See how it helpsWhen is it useful?
Use when adding an offscreen effect or combining 2D, 3D and interface rendering.
What does it help you do?
- Maps matching drawing and mode boundaries without nested ownership conflicts.
- Keeps resource creation outside repeatedly executed draw paths.
- Checks shader language and uniform compatibility on the intended platform.
Try asking this
Add a low-resolution world pass and a sharp HUD to our retro shooter. Resize the window and toggle a damage shader. Check matching drawing boundaries, target recreation and shader support so the HUD stays crisp and targets are not allocated every frame.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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raylib — rendering shaders
Use when changing raylib batching, 2D/3D rendering, render textures or shaders.
Version and project gate
Inspect The local raylib.h version, linked library, C/C++ build system, platform backend, asset paths, compile flags and ownership conventions. Match the cheatsheet to the linked version rather than assuming the current website API. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Map Begin/End drawing, mode and render-target scopes. Keep resource creation out of repeated drawing paths. Match GLSL version and uniform semantics to the target platform. Measure state changes and pixel-heavy effects before introducing custom rendering layers.
Deliver
A scoped rendering patch with correct nesting and shader/platform requirements. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Desktop GLSL examples may not compile on GLES/Web targets; nested mode ownership can leak render state.
Acceptance scenario
Render representative sprites, text, 3D geometry and an offscreen effect, then verify state is restored for the next pass. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Flint. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
