Compose graphics
Creative coding skills for Claude: animations, 3D, design systems, motion principles
npx -y skills add AThevon/genjutsu --skill compose-graphicsAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
What its author says it does
Copied from the file, not written here
Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects.
SKILL.md
17.2 KB, as published. Nobody here has run it
Compose Graphics
Advanced Compose visuals: M3 Expressive motion physics, AGSL shaders (Android 13+), Canvas / DrawScope, graphicsLayer effects. Loaded for advanced thesis (shader, expressive, M3 Expressive, AGSL, Canvas, holographic). Foundation:
../compose-motion/SKILL.mdcovers basics. Concise rules here. Deep-dive inreferences/.
Decision Tree: Which API for Which Need
| Need | API |
|---|---|
| Spring physics with bounce / overshoot | MotionScheme.expressive() (M3 Expressive) |
| Pixel-level shader | RuntimeShader + Modifier.graphicsLayer { renderEffect = ... } (Android 13+) |
| Generative drawing (paths, particles, fractals) | Canvas { drawScope -> ... } |
| GPU effects (blur, shadows, color filters) | Modifier.graphicsLayer { renderEffect = ... } or Modifier.blur(...) |
| Adaptive system materials (Material You glassmorphism) | Modifier.background(MaterialTheme.colorScheme.surfaceContainerHighest) |
| Liquid glass on Android | AGSL shader recipe (no native API like iOS yet) |
Domain 1: Material 3 Expressive
What It Is
The 2025 Material 3 evolution introduces spring-based motion physics replacing fixed-duration tweens. New shape morphing API via androidx.graphics.shapes. New MotionScheme selectable on the theme. Aimed at hero moments, key interactions, brand-defining UI.
MotionScheme
| Scheme | Personality | Use For |
|---|---|---|
MotionScheme.standard() | Calmer, less overshoot | Default for chrome, lists, navigation |
MotionScheme.expressive() | More overshoot, longer settle | Hero reveals, FABs, primary CTAs |
Apply on the theme:
MaterialTheme(motionScheme = MotionScheme.expressive()) {
// children read tokens via MaterialTheme.motionScheme.*
}
Tokens exposed:
| Token | Domain | Speed |
|---|---|---|
fastSpatialSpec() | Position / size | < 200ms |
defaultSpatialSpec() | Position / size | ~ 350ms |
slowSpatialSpec() | Position / size | ~ 600ms |
fastEffectsSpec() | Opacity / color | < 150ms |
defaultEffectsSpec() | Opacity / color | ~ 250ms |
slowEffectsSpec() | Opacity / color | ~ 400ms |
Spatial vs Effects: spatial = anything physical (height, offset, scale). Effects = visual properties without inertia (alpha, color, elevation). Springs feel natural for spatial; tweens feel right for effects. The tokens encode this for you.
Hero Card Expand (Expressive Springs)
@Composable
fun ExpressiveHero() {
var expanded by remember { mutableStateOf(false) }
MaterialTheme(motionScheme = MotionScheme.expressive()) {
val transition = updateTransition(targetState = expanded, label = "expand")
val height by transition.animateDp(
transitionSpec = { MaterialTheme.motionScheme.slowSpatialSpec() },
label = "height"
) { if (it) 400.dp else 100.dp }
val alpha by transition.animateFloat(
transitionSpec = { MaterialTheme.motionScheme.defaultEffectsSpec() },
label = "alpha"
) { if (it) 1f else 0f }
Card(
modifier = Modifier
.fillMaxWidth()
.height(height)
.clickable { expanded = !expanded }
) {
Box(modifier = Modifier.alpha(alpha)) {
Text("Detail content", modifier = Modifier.padding(24.dp))
}
}
}
}
Spring Tuning Recipes
| Mood | Spec |
|---|---|
| Hero reveal | spring(stiffness = Spring.StiffnessLow, dampingRatio = Spring.DampingRatioMediumBouncy) |
| Snappy expressive | spring(stiffness = Spring.StiffnessMediumLow, dampingRatio = 0.7f) |
| Calm spatial | MaterialTheme.motionScheme.defaultSpatialSpec() (use the token) |
| Critical (no overshoot) | spring(stiffness = Spring.StiffnessHigh, dampingRatio = 1f) |
Shape Morphing (M3 Expressive 1.3+)
androidx.graphics.shapes ships predefined morphable shapes (MaterialShapes.Circle, Pentagon, Cookie4Sided, Sunny, Heart, etc.) and a Morph(start, end) interpolator.
val morph = remember { Morph(MaterialShapes.Circle, MaterialShapes.Cookie4Sided) }
val progress by animateFloatAsState(
targetValue = if (active) 1f else 0f,
animationSpec = MaterialTheme.motionScheme.slowSpatialSpec(),
label = "morph"
)
Box(
modifier = Modifier
.size(96.dp)
.clip(GenericShape { size, _ ->
addPath(
morph.toPath(progress).asAndroidPath().asComposePath()
)
})
.background(MaterialTheme.colorScheme.primary)
)
When to Use Expressive vs Standard
- Expressive: hero moments, key interactions, FABs, primary CTAs. 1-3% of UI.
- Standard: default for the rest of the app. Mixing too much Expressive feels chaotic - every element fighting for attention.
Domain 2: AGSL Shaders (Android 13+)
What It Is
AGSL is Android's shader language. Similar to GLSL with simplifications (half4 instead of vec4, restricted feature set, sandbox-safe). RuntimeShader compiles your AGSL source. Bind to a Compose modifier via Modifier.graphicsLayer { renderEffect = ... }.
Setup
@Composable
fun ShaderEffect(content: @Composable () -> Unit) {
if (Build.VERSION.SDK_INT < Build.VERSION_CODES.TIRAMISU) {
// Android 12 and below: skip the shader, render content as-is.
content()
return
}
val shader = remember { RuntimeShader(AGSL_SOURCE) }
val time by produceState(0f) {
while (true) {
withFrameMillis { ms ->
value = ms / 1000f
}
}
}
Box(
modifier = Modifier
.onSizeChanged {
shader.setFloatUniform("resolution", it.width.toFloat(), it.height.toFloat())
}
.graphicsLayer {
shader.setFloatUniform("time", time)
renderEffect = RenderEffect
.createRuntimeShaderEffect(shader, "image")
.asComposeRenderEffect()
}
) { content() }
}
Always gate on
Build.VERSION.SDK_INT >= 33. Pre-Android 13 fallback: render the content unmodified, or useModifier.blur()/ a static gradient overlay.
Recipe: Touch Ripple
AGSL source:
// ripple.agsl
uniform float2 resolution;
uniform float2 origin;
uniform float time;
uniform shader image;
half4 main(float2 fragCoord) {
float2 toOrigin = fragCoord - origin;
float dist = length(toOrigin);
float wave = sin(dist * 0.05 - time * 8.0) * 0.05;
float falloff = 1.0 / max(dist * 0.01, 1.0);
float2 dir = toOrigin / max(dist, 0.0001);
float2 displaced = fragCoord + dir * wave * falloff * 50.0;
return image.eval(displaced);
}
Compose binding (state-driven time, animated via LaunchedEffect):
@Composable
fun RippleSurface(content: @Composable BoxScope.() -> Unit) {
if (Build.VERSION.SDK_INT < 33) { Box { content() }; return }
val shader = remember { RuntimeShader(RIPPLE_AGSL) }
var origin by remember { mutableStateOf(Offset.Zero) }
var startMs by remember { mutableStateOf<Long?>(null) }
val time by produceState(0f, startMs) {
if (startMs == null) { value = 0f; return@produceState }
val begin = startMs!!
while (true) {
withFrameMillis { now ->
value = (now - begin) / 1000f
}
}
}
Box(
modifier = Modifier
.onSizeChanged {
shader.setFloatUniform("resolution", it.width.toFloat(), it.height.toFloat())
}
.pointerInput(Unit) {
detectTapGestures { tap ->
origin = tap
startMs = System.currentTimeMillis()
}
}
.graphicsLayer {
shader.setFloatUniform("origin", origin.x, origin.y)
shader.setFloatUniform("time", time)
renderEffect = RenderEffect
.createRuntimeShaderEffect(shader, "image")
.asComposeRenderEffect()
},
content = content
)
}
Recipe: Holographic Gradient
uniform float time;
uniform shader image;
half4 main(float2 fragCoord) {
half4 color = image.eval(fragCoord);
float n = fragCoord.x * 0.01 + fragCoord.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 luma = dot(color.rgb, half3(0.299, 0.587, 0.114));
return half4(mix(color.rgb, rainbow * luma * 2.0, 0.5), color.a);
}
Multiplies the underlying view's luminance by a phase-shifted RGB sine wave - shimmer over text or icons. time animates the wave drift.
Recipe: Liquid Glass / Glassmorphism
Android lacks a native iOS-26-style glassEffect. Compose this with blur + chromatic aberration + soft edge tint:
uniform float2 resolution;
uniform shader image;
half4 main(float2 fragCoord) {
float2 uv = fragCoord / resolution;
// Chromatic aberration: sample R, G, B at slightly different offsets
float2 ca = (uv - 0.5) * 0.004;
half r = image.eval(fragCoord + ca * resolution).r;
half g = image.eval(fragCoord).g;
half b = image.eval(fragCoord - ca * resolution).b;
half4 base = half4(r, g, b, 1.0);
// Soft edge tint: brighten near borders for that frosted look
float edge = smoothstep(0.45, 0.5, max(abs(uv.x - 0.5), abs(uv.y - 0.5)));
half3 tinted = base.rgb + half3(edge * 0.08);
return half4(tinted, 0.85);
}
Pair with Modifier.blur(20.dp, BlurredEdgeTreatment.Unbounded) upstream for the actual blur (cheaper than computing it in AGSL).
Performance Notes
- Each
RuntimeShaderis a render pass. Compounds at 60fps - benchmark via Macrobenchmark. image.eval(coord)samples the underlying view as a texture. Heavy if the view is complex (long lists, nested layouts). Cache static parts in a parent that doesn't recompose.- On Android 12 and below: graceful fallback (static image, no shader). Never hard-crash.
- Prefer 1 well-crafted shader over chaining 4 shaders in series.
Domain 3: Canvas / DrawScope
Canvas API
Canvas(modifier = Modifier.size(200.dp)) {
// 'this' is DrawScope - size, drawCircle, drawPath, drawRect...
drawCircle(Color.Blue, radius = size.minDimension / 2)
drawPath(myPath, color = Color.White, style = Stroke(width = 4.dp.toPx()))
}
| DrawScope method | Use |
|---|---|
drawCircle | Filled or stroked circles |
drawRect | Rectangles, optionally with gradient brush |
drawPath | Arbitrary path with Stroke or Fill |
drawArc | Slice of an oval - useful for progress arcs |
drawLine | Straight segment between two Offset |
drawText | Text via TextMeasurer (preferred) or drawIntoCanvas { it.nativeCanvas.drawText(...) } |
drawIntoCanvas { } | Escape hatch - access raw android.graphics.Canvas |
Recipe: Animated Sine Wave
@Composable
fun AnimatedWave() {
val infinite = rememberInfiniteTransition(label = "wave")
val phase by infinite.animateFloat(
initialValue = 0f,
targetValue = 2 * PI.toFloat(),
animationSpec = infiniteRepeatable(
animation = tween(3000, easing = LinearEasing)
),
label = "phase"
)
Canvas(modifier = Modifier.fillMaxWidth().height(80.dp)) {
val path = Path()
var x = 0
while (x <= size.width.toInt()) {
val y = size.height / 2 + sin(x * 0.05f + phase) * 20f
if (x == 0) path.moveTo(x.toFloat(), y) else path.lineTo(x.toFloat(), y)
x += 2
}
drawPath(path, color = Color.Blue, style = Stroke(width = 2.dp.toPx()))
}
}
Recipe: Particle System (50 Particles)
data class Particle(var x: Float, var y: Float, var vx: Float, var vy: Float, var life: Float)
@Composable
fun ParticleField() {
val particles = remember {
mutableStateListOf<Particle>().apply {
repeat(50) {
add(Particle(
x = Random.nextFloat() * 1000f,
y = Random.nextFloat() * 1000f,
vx = (Random.nextFloat() - 0.5f) * 4f,
vy = (Random.nextFloat() - 0.5f) * 4f,
life = 1f
))
}
}
}
LaunchedEffect(Unit) {
while (true) {
withFrameMillis { /* tick */ }
particles.forEachIndexed { i, p ->
p.x += p.vx
p.y += p.vy
p.life -= 0.01f
if (p.life <= 0f) {
p.x = Random.nextFloat() * 1000f
p.y = Random.nextFloat() * 1000f
p.life = 1f
}
}
}
}
Canvas(modifier = Modifier.fillMaxSize()) {
particles.forEach { p ->
drawCircle(
color = Color.White.copy(alpha = p.life),
radius = 2.dp.toPx(),
center = Offset(p.x, p.y)
)
}
}
}
Recipe: Generative Pattern (Flow Field)
Quick mention: noise-driven particle motion. See references/canvas-generative.md for the full deep-dive (Perlin noise, particle pools, advection loop).
Performance Notes
- Canvas redraws on every state change of any state it reads. Wrap volatile state in
derivedStateOfto gate redraws. LaunchedEffect(Unit) { while(true) { withFrameMillis { ... } } }is fine for 60fps. Avoiddelay(16)- it drifts.- Heavy generative work: precompute paths once in
remember, only animate transforms viatranslate { drawPath(...) }. - 200 simple draws per frame = OK on most devices. 2000+ starts to lag.
Anti-Patterns
1. Expressive Everywhere
// BAD - every interaction overshoots, UI feels like a bouncy castle
MaterialTheme(motionScheme = MotionScheme.expressive()) {
AppRoot()
}
// GOOD - Standard for chrome, scope Expressive to hero moments
MaterialTheme(motionScheme = MotionScheme.standard()) {
NavigationScaffold {
// Hero detail screen overrides locally
MaterialTheme(motionScheme = MotionScheme.expressive()) {
HeroDetail()
}
}
}
2. RuntimeShader Without API Gate
// BAD - crashes on Android 12 and below
val shader = remember { RuntimeShader(AGSL_SOURCE) }
// GOOD - gate on SDK level, provide fallback
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) {
ShaderEffect { content() }
} else {
Box(modifier = Modifier.background(fallbackGradient)) { content() }
}
3. Canvas Reading State Directly Each Frame
// BAD - any state change in the parent triggers a recompose of the Canvas
Canvas(modifier = Modifier.fillMaxSize()) {
drawCircle(color = if (viewModel.isActive) Color.Red else Color.Blue, radius = 50f)
}
// GOOD - hoist the reads, derive a stable value
val color by remember { derivedStateOf { if (viewModel.isActive) Color.Red else Color.Blue } }
Canvas(modifier = Modifier.fillMaxSize()) {
drawCircle(color = color, radius = 50f)
}
4. Chaining 4 AGSL Shaders in Series
// BAD - 4 render passes per frame, GPU melts on mid-range devices
.graphicsLayer { renderEffect = blurEffect }
.graphicsLayer { renderEffect = chromaticEffect }
.graphicsLayer { renderEffect = noiseEffect }
.graphicsLayer { renderEffect = vignetteEffect }
// GOOD - one shader doing all the math in a single pass
.graphicsLayer { renderEffect = combinedGlassEffect }
5. Allocating in DrawScope
// BAD - new Path every frame, GC stutter
Canvas(modifier = Modifier.fillMaxSize()) {
val path = Path()
points.forEach { path.lineTo(it.x, it.y) }
drawPath(path, color = Color.Black)
}
// GOOD - reuse a remembered Path, rewind each frame
val path = remember { Path() }
Canvas(modifier = Modifier.fillMaxSize()) {
path.rewind()
points.forEach { path.lineTo(it.x, it.y) }
drawPath(path, color = Color.Black)
}
Quick Reference: Loading Sub-resources
| Need | Load |
|---|---|
| AGSL recipes (7 working shaders with binding code) | references/agsl-recipes.md |
| M3 Expressive choreography deep-dive | references/m3-expressive-deep.md |
| Generative drawing patterns (flow fields, L-systems, particles) | references/canvas-generative.md |
| Base animations (animateAsState, AnimatedVisibility, Transition) | ../compose-motion/SKILL.md |
| CMP patterns (shared UI iOS / Android / Desktop) | ../compose-multiplatform/SKILL.md |
Sources
- drinkthestars/shady - AGSL shaders rendered in Compose
- Mortd3kay/liquid-glass-android
- JumpingKeyCaps/DynamicVisualEffectsAGSL
- Material 3 Expressive blog
- Material Design 3 Motion specs
- Android AGSL docs
- androidx.graphics.shapes - shape morphing