SDSL Shaders for vvvv gamma for Openclaw

A specialized development toolset for writing and debugging Stride Shading Language (SDSL) and HLSL shaders within the vvvv gamma ecosystem.

tebjan
v1.0.1
Mar 6, 2026
0
863
0

Install & Download

1. ClawHub CLI

The fastest way to install a skill directly from the registry.

npx clawhub@latest install vvvv-shaders

2. Manual Installation

Copy the skill folder to one of these locations

Global
~/.openclaw/skills/
Workspace
<project>/skills/

Priority: Workspace > Local > Bundled

3. Prompt Installation

Copy this prompt to OpenClaw to install it automatically.

Help me install vvvv-shaders using Clawhub. If Clawhub is not installed, install it first (npm i -g clawhub).

Prefer to download?

Get the raw skill files in a ZIP archive.

What is SDSL Shaders for vvvv gamma?

SDSL is the Stride Shading Language, a powerful superset of HLSL designed for the Stride engine and vvvv gamma. This skill empowers AI agents to assist developers in creating complex GPU effects, compute shaders, and texture processing filters by leveraging SDSL unique features like shader classes, multiple inheritance (mixins), and the automated streams system. Using these Openclaw Skills, developers can bridge the gap between traditional HLSL and the modular, composition-based approach required for modern visual programming. It covers everything from basic TextureFX to advanced ShaderFX patterns and cross-stage data flow management.

The system simplifies vertex and pixel shader interaction by replacing manual structs with a unified streams system. This allows for cleaner, more maintainable code when building visual effects for high-end rendering pipelines using Openclaw Skills for automated agent assistance.

SDSL Shaders for vvvv gamma Use Cases

  • Developing custom TextureFX for image processing and post-processing in vvvv gamma.
  • Writing compute shaders for high-performance GPU calculations and particle systems using Openclaw Skills.
  • Creating modular shader mixins for complex rendering pipelines using ShaderFX.
  • Porting existing HLSL code to the SDSL format to take advantage of the Stride rendering engine.
  • Implementing custom rendering logic and DrawFX for 3D scenes and procedural geometry.

How SDSL Shaders for vvvv gamma Works

  1. Identify the shader type based on the required output, such as TextureFX for images or ComputeFX for buffers.
  2. Define the shader class using the SDSL shader keyword and inherit from the appropriate base classes like FilterBase or ComputeShaderBase.
  3. Utilize the streams system to handle data flow between vertex, geometry, and pixel stages without manual struct management.
  4. Implement the core logic within specialized methods such as Filter(), Compute(), or Shading(), using the override keyword where necessary.
  5. Save the file with the correct suffix to trigger automatic node generation in the vvvv environment using Openclaw Skills.

SDSL Shaders for vvvv gamma Setup

To use these Openclaw Skills for shader development, ensure your environment is configured for vvvv gamma and Stride. Shaders must be written in .sdsl files.

# Ensure the .sdsl files are placed in the /vl/shaders/ directory of your project
# vvvv gamma will automatically pick up changes and recompile the nodes

Remember that SDSL requires a semicolon after the closing brace of a shader class. Openclaw Skills can help validate this syntax automatically.

SDSL Shaders for vvvv gamma Data Schema & Taxonomy

The skill follows a strict naming convention to facilitate automatic node generation in vvvv. Use this table to determine the correct file suffix for your Openclaw Skills workflow:

File Suffix vvvv Node Category Primary Use Case
_TextureFX.sdsl TextureFX 2D Image effects and filters
_DrawFX.sdsl DrawFX 3D Geometry rendering and rasterization
_ComputeFX.sdsl ComputeFX GPGPU calculations and buffer manipulation
_ShaderFX.sdsl ShaderFX Composable shader logic and math

SDSL Shaders for vvvv gamma Advanced Features

  • Multi-stage data flow using the stream keyword for seamless interpolation across shader stages.
  • Multiple inheritance and mixins to compose complex shaders from reusable logic blocks using Openclaw Skills.
  • Template and Generic shaders allowing type-safe parameterization with float, int, and Texture2D types.
  • Direct C# Enum binding using the EnumType attribute for user-friendly UI controls in the vvvv patch.
  • Composition arrays and virtual method dispatch for dynamic shader chaining and complex lighting models within the Openclaw Skills framework.

SKILL.md


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