Makepad-skills makepad-2.0-shaders
git clone https://github.com/ZhangHanDong/makepad-skills
T=$(mktemp -d) && git clone --depth=1 https://github.com/ZhangHanDong/makepad-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/makepad-2.0-shaders" ~/.claude/skills/zhanghandong-makepad-skills-makepad-2-0-shaders && rm -rf "$T"
skills/makepad-2.0-shaders/SKILL.mdMakepad 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:
- Shader syntax, variables, built-ins, custom functions./references/shader-reference.md
- SDF2D primitives, combinators, drawing operations./references/sdf2d-reference.md
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 |
|---|---|---|---|
| | Yes (via Animator) | Per-widget instance |
| | No | Shared across instances |
| | No | Texture sampler |
| | No | Vertex → fragment |
Built-in Variables
| Variable | Type | Description |
|---|---|---|
| | Normalized position (0.0 to 1.0) |
| | Widget size in pixels |
| | Screen DPI factor |
| | 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()
on existing draw types viaget_color: fn()+: - 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)
#[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
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
// 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
#[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
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)
// 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
batches into single GPU draw callend_many_instances
Shader Syntax Pitfalls (learned 2026-03-26)
| Pitfall | Error | Fix |
|---|---|---|
| | Use different names: |
| | Use property syntax: |
without premul | Incorrect alpha blending | |
| Custom shader in Splash eval | Silent blank render | Must use compiled path |
Missing on draw struct | GPU layout mismatch | Always add |
syntax | | Use |
Best Practices
- Always premultiply - Use
or returnPal.premul()sdf.result - Use
for animation - Only instance variables work with Animatorinstance - Use
for shared values - Colors, sizes shared across instancesuniform - Use
merge operator - Extend default shaders:+:draw_bg +: { ... } - Keep shaders simple - Complex shaders impact rendering performance
- Use SDF for shapes - Much cleaner than manual math
- Test with
- Required when mixing shaders with textnew_batch: true - Property-style functions -
, call vianame: fn(args) -> type { }self.name(args) - Immutable let - Shader
cannot be reassigned; use unique names per steplet
on draw structs - Required for GPU memory layout alignment#[repr(C)]
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:
constrains x to the center line segment between the two end circlesclamp(px, r, w-r)
prevents clamp range inversion when widget is very narrowmax(r, w-r)- Smoothstep
provides 2px anti-aliasing(-1.0, 1.0, d) - Works correctly at any width — dynamically adapts as
content changeswidth: Fit - 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.