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Skill312 repo starsupdated 1mo ago

swiftui-graphics

Advanced SwiftUI visuals - Metal shaders (.colorEffect, .layerEffect, .distortionEffect), .visualEffect, Liquid Glass (iOS 26), Canvas, holographic and CRT effects.

Install in Claude Code
Copy
git clone --depth 1 https://github.com/AThevon/genjutsu /tmp/swiftui-graphics && cp -r /tmp/swiftui-graphics/skills/_jutsu/swiftui-graphics ~/.claude/skills/swiftui-graphics
Then start a new Claude Code session; the skill loads automatically.

SKILL.md

# SwiftUI Graphics

> Advanced SwiftUI visuals: Metal shaders, visual effects, Liquid Glass, Canvas.
> Loaded for advanced thesis (shaders, holographic, liquid-glass, distortion).
> Foundation: `../swiftui-motion/SKILL.md` covers the basics.
> Concise rules here. Deep-dives in `references/`.

---

## Decision Tree: Which API?

| Need | API |
|---|---|
| Pixel-level color manipulation | `.colorEffect(ShaderLibrary....)` |
| Pixel position / distortion | `.distortionEffect(ShaderLibrary....)` |
| Full layer with overlay (mix shader + bg) | `.layerEffect(ShaderLibrary....)` |
| View modifier with geometry context | `.visualEffect { content, geometry in }` |
| Custom drawing (paths, gradients) | `Canvas { context, size in }` |
| iOS 26+ glassmorphism | `.glassEffect()` / `GlassEffectContainer` |
| Performance dump | `Canvas` with `.opaque(true)` then export |

> **Default order of escalation:** built-in modifiers -> `.visualEffect` -> `Canvas` -> Metal shader. Reach for shaders only when the effect is per-pixel and animated.

---

## Metal Shaders Intro

SwiftUI binds to Metal Shading Language (MSL) via three modifiers shipped in iOS 17: `.colorEffect`, `.distortionEffect`, `.layerEffect`. You author a `.metal` file in your app target, mark functions with the `[[ stitchable ]]` attribute, and SwiftUI auto-generates the Swift binding via `ShaderLibrary.<functionName>(...)`. One library per app target. Shaders run on the GPU at native resolution; arguments are passed as `.float`, `.float2`, `.color`, `.image` from Swift. iOS 17+ only; for older targets, fall back to gradients, blur, or `Canvas`.

The three slots differ by what data they receive:
- `.colorEffect`: gets `(position, color)`, returns transformed color. No neighbor sampling.
- `.distortionEffect`: gets `(position)`, returns a new sample position. Pixels move, colors do not change.
- `.layerEffect`: gets `(position, SwiftUI::Layer layer)`, returns final color. Can sample anywhere within `maxSampleOffset`. Most expensive.

---

## Recipe: Ripple `.layerEffect`

Touch ripple that displaces nearby pixels along a sine wave.

```swift
struct RippleView: View {
    @State var rippleOrigin: CGPoint = .zero
    @State var rippleTime: Float = 0

    var body: some View {
        Image("photo")
            .resizable()
            .scaledToFit()
            .layerEffect(
                ShaderLibrary.ripple(
                    .float2(Float(rippleOrigin.x), Float(rippleOrigin.y)),
                    .float(rippleTime),
                    .float(0.05) // amplitude
                ),
                maxSampleOffset: CGSize(width: 50, height: 50)
            )
            .onTapGesture { location in
                rippleOrigin = location
                rippleTime = 0
                withAnimation(.linear(duration: 1.2)) {
                    rippleTime = 1.2
                }
            }
    }
}
```

```metal
// Ripple.metal
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;

[[ stitchable ]]
half4 ripple(float2 position, SwiftUI::Layer layer,
             float2 origin, float time, float amp) {
    float distance = length(position - origin);
    float wave = sin(distance * 0.05 - time * 8.0) * amp;
    float2 dir = normalize(position - origin);
    float falloff = 1.0 / max(distance, 1.0);
    float2 displaced = position + dir * wave * falloff * 50.0;
    return layer.sample(displaced);
}
```

**Why this works:**
- `[[ stitchable ]]` exposes the function to SwiftUI's runtime.
- The first two args (`position`, `SwiftUI::Layer layer`) are injected by SwiftUI for any `.layerEffect`. Your Swift-side args start at index 2.
- `maxSampleOffset` tells SwiftUI how far you may sample beyond the view bounds. Underestimate and you get clipping. Overestimate and you waste GPU.

---

## Recipe: Holographic `.colorEffect`

Oil-slick rainbow shimmer driven by time or scroll offset. Preserves luminance so dark regions stay dark.

```metal
// Holographic.metal
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;

[[ stitchable ]]
half4 holographic(float2 position, half4 color, float time) {
    float n = position.x * 0.01 + position.y * 0.005 + time * 0.3;
    half3 rainbow = half3(
        sin(n * 2.0) * 0.5 + 0.5,
        sin(n * 2.0 + 2.094) * 0.5 + 0.5,
        sin(n * 2.0 + 4.188) * 0.5 + 0.5
    );
    half luminance = dot(color.rgb, half3(0.299, 0.587, 0.114));
    return half4(mix(color.rgb, rainbow * luminance * 2.0, 0.5), color.a);
}
```

```swift
struct HolographicCard: View {
    let startTime = Date()

    var body: some View {
        TimelineView(.animation) { timeline in
            let elapsed = Float(timeline.date.timeIntervalSince(startTime))
            Image("card")
                .resizable()
                .scaledToFit()
                .colorEffect(
                    ShaderLibrary.holographic(.float(elapsed))
                )
        }
    }
}
```

> The 2.094 and 4.188 offsets are 2pi/3 and 4pi/3 -- they spread the three sine waves to RGB phases. Keep them.

---

## Recipe: CRT Scanlines

Vintage CRT effect: scanlines, flicker, subtle chromatic aberration.

```metal
// CRT.metal
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;

[[ stitchable ]]
half4 crt(float2 position, half4 color, float time) {
    float scanline = sin(position.y * 1.5) * 0.04;
    float flicker = sin(time * 60.0) * 0.02;
    half3 result = color.rgb * (1.0 - scanline - flicker);
    // chromatic aberration on R/B channels
    return half4(result.r * 1.05, result.g, result.b * 1.05, color.a);
}
```

```swift
.colorEffect(ShaderLibrary.crt(.float(elapsed)))
```

> For real chromatic aberration (shifted R/B sample positions), promote to `.layerEffect`. The version above only tints, which reads as CRT at small scale.

---

## `.visualEffect` (iOS 17+)

Modifier that exposes the view's `GeometryProxy` so you can react to its frame in any coordinate space without `GeometryReader` boilerplate.

```swift
ScrollView {
    LazyVStack(spacing: