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Recipe

GLSL / HLSL shader writer

Generate fragment shaders from natural-language descriptions. Meridian emits GLSL 4.60 and HLSL SM 6.0 with matching uniforms.

Prompt template

Write a fragment shader that [effect].
Target: GLSL 4.60.
Include uniforms for time and resolution.
Use smoothstep for anti-aliasing.
Return vec4(r, g, b, 1.0).

GLSL output

Validated against glslangValidator. Includes #version 460 core, smoothstep AA, and time/resolution uniforms.

HLSL output

SM 6.0 entry points. cbuffer uniforms, SV_TARGET return. Ready for Unity, Unreal, or custom D3D12 pipelines.

Example

“Write a fragment shader that renders a pulsing neon grid on a dark background. Use smoothstep for line anti-aliasing.”

uniform float u_time; uniform vec2 u_resolution; void main() { vec2 uv = gl_FragCoord.xy / u_resolution; vec2 grid = abs(fract(uv * 8.0) - 0.5); float line = smoothstep(0.04, 0.0, min(grid.x, grid.y)); float pulse = sin(u_time * 2.0) * 0.5 + 0.5; vec3 color = mix(vec3(0.1, 0.0, 0.2), vec3(0.8, 0.2, 1.0), line * pulse); gl_FragColor = vec4(color, 1.0); }