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Shader Workbench — DSH Plugin for DeepSeek Harness
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dsh-shader-workbench

Shader Workbench

DSH Shader Workbench — Node-based GLSL authoring, Shadertoy-compatible real-time preview, hot reload, and local material asset management.

The plugin will be installed here. Keep web if you are unsure.

npx -y @deepseek-ai/dsh plugin --profile web add github:Moolight/dsh-shader-workbench#e2dd916823ab9ca0245a41bc8b2655210482b917
READMECompatibilityVersions
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Compatibility and provenance

Shader Workbench is published as dsh-shader-workbench and currently resolves to version 0.1.0. The Hub verifies its manifest and preserves the exact installation source for reproducible installs.

DSH compatibility
*
Runtime surfaces
web
Release source
github
Registry updated
10/10/2026

Versions

0.1.0stable
10/10/2026

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0.1.0
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Surface
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License
MIT
Source
github
GitHub
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Weekly downloads
0
Last push
10/12/2026
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README

dsh-shader-workbench

简体中文 · English

DSH Shader 工作台:节点式搭 GLSL → Shadertoy 兼容实时预览 → 热重载 → 本地材质资源管理。 装在 DSH(DeepSeek Harness) 里是一个侧栏入口 + 一整块工作台面板, 同时给 agent 开放 9 个工具,让它能直接建项目、搭节点图、编译、导出、打快照。

  • 零第三方运行时依赖:没有构建链,全是手写 ESM JavaScript,装上去就是一个目录。
  • 节点图 = 程序:内置节点库只放 55 个通用件;效果专用逻辑一律拆成图上能展开编辑的普通节点,不做黑盒。
  • 重复是语言结构:组的「重复次数」> 1 就是循环,循环体只写一遍(IFS 隧道 99 步、贝塞尔 24 段都靠它,图和着色器小两个数量级)。
  • 可扩展、免重启:用户节点丢个 JSON 进 <工作区>/library/nodes/ 就能加;节点分类和项目名都支持多级。
  • 面板和 agent 共用一套工具与工作区:存储位置能在面板里改,两边看到的永远是同一份数据。
  • 104 个用例:含真机 WebGL2 编译校验、GPU 像素回读、真鼠标拖拽交互、1080p 性能度量。

装上

cd ~/.dsh/profiles/desktop
# package.json:dependencies 加 "dsh-shader-workbench": "file:<本仓库路径>"
#               dsh.profile.bundles 加 "dsh-shader-workbench"
node <pnpm.cjs 路径> install

然后重启 DSH,侧栏会出现「Shader 工作台」。存储位置、配置项、加载排查见 安装与配置。

七个自带示例

面板资源树里点 载入示例 即可。一个新节点都没加,全部用现有组件搭出来。

View image
IFS 隧道(Phantom Star 移植)
99 步累积 = 一个重复组,和原版逐像素一致
View image
DFT 本轮画心形
每个旋转向量一个节点,轨迹靠 BufferA 反馈
View image
9 抽样高斯模糊
双 Pass,半径可拖
View image
三次贝塞尔
24 段采样是一个重复组,四个控制点可拖

另外三个(傅里叶级数 / 谐波频谱 / 景深)和每个示例的做法见 示例说明。

文档

文档内容
安装与配置装上、存储位置与优先级、安全边界、加载排查
使用手册界面、画布操作与快捷键、节点库 55 个节点、9 个工具、工作区结构
扩展指南加节点的三条路:用户节点 / 组与重复组 / 内置节点
开发与验证开发命令、真机验证与实测性能、体积、本版没做的
接口契约HTTP 动作、节点定义与代码生成契约(改代码前先看这份)
架构说明分层、数据流、关键设计取舍与踩过的坑
验收报告各里程碑的真机验收记录
示例说明7 个示例分别演示了什么、怎么搭的

详细文档目前以中文为主;英文的 issue / PR 一样欢迎。

仓库

  • 仓库:https://github.com/Moolight/dsh-shader-workbench
  • 问题反馈:https://github.com/Moolight/dsh-shader-workbench/issues
  • 许可:MIT

名字里的 "workbench" 是字面意思:它是个工作台,不是渲染引擎 —— 引擎只有 WebGL2,剩下的是「让你能一边连节点一边看画面」的那些东西。