# compose-graphics

A skill for advanced Jetpack Compose visuals: Material 3 Expressive spring physics, AGSL shaders, Canvas drawing and graphicsLayer effects.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 937 installs · ★ 677
- Author: AThevon
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/AThevon/genjutsu/tree/HEAD/skills/_jutsu/compose-graphics/SKILL.md
- Updated: 2026-10-05
- HTML: https://affpapa.org/en/nevibecode/skills/compose-graphics

## What it does

The skill loads when a task mentions shaders, AGSL, M3 Expressive, Canvas or holographic effects. Inside is a decision tree mapping each need to an API: spring physics with bounce, pixel-level shaders, generative drawing of paths and particles, blur and color filters through `Modifier.graphicsLayer`. Basic animation lives in the separate `compose-motion` skill; this one takes the harder cases.

On `MotionScheme` it lays out the split between spatial and effects springs. Spatial covers position, size and scale; effects cover alpha and color, and those are critically damped so they never overshoot. `MotionScheme`, `MaterialTheme(motionScheme = ...)` and `MaterialExpressiveTheme` are stable in material3 1.4.0, while `MaterialShapes` and the shape-morphing helpers need 1.5.0-alpha plus `@OptIn(ExperimentalMaterial3ExpressiveApi::class)`. Worth checking your material3 version before asking an agent to write morphing code.

One trap it calls out: `MaterialShapes` are normalized to a 0..1 box. Drop the raw path into `GenericShape` without scaling it to the draw size and you get a roughly one-pixel shape in the top-left corner. The skill also warns against `.asAndroidPath().asComposePath()` — with the graphics-shapes import it does not compile, and with the material3 import it is a pointless round trip. AGSL shaders run on Android 13 and above.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add AThevon/genjutsu --skill compose-graphics -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/compose-graphics/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/compose-graphics/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add AThevon/genjutsu --skill compose-graphics -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/compose-graphics/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add AThevon/genjutsu --skill compose-graphics -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/compose-graphics/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install AThevon/genjutsu compose-graphics
```

2. **Manually: put the files in place**
- File: `.github/skills/compose-graphics/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add AThevon/genjutsu --skill compose-graphics -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/AThevon/genjutsu --path skills/_jutsu/compose-graphics
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/compose-graphics/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add AThevon/genjutsu --skill compose-graphics -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/AThevon/genjutsu/tree/HEAD/skills/_jutsu/compose-graphics/SKILL.md

## When to use it
- pick the right API for a spring animation with overshoot
- write an AGSL shader and wire it through `Modifier.graphicsLayer`
- draw particles or a fractal on Canvas
- morph one shape into another by animation progress
- debug a `MaterialShapes` path that renders one pixel wide

## Example prompts
- Build a hero card that expands with M3 Expressive springs
- Write an AGSL shader for a liquid glass effect and attach it to graphicsLayer
- Morph `MaterialShapes.Circle` into `MaterialShapes.Cookie4Sided` by animation progress

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: dc8c48c235c544c9.

BEGIN THIRD-PARTY FILE dc8c48c235c544c9
````text
---
name: compose-graphics
description: "Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects."
metadata:
  internal: true
---

> **Version-sensitive.** Every API name, SDK gate and browser-support claim below was
> verified on **2026-09-08** against primary sources. What against, and when, is in
> `_jutsu/VERSIONS.md`. If that date is old, re-verify before acting on a version number.

# 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.md` covers basics. Concise rules here. Deep-dive in `references/`.

---

## 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:

```kotlin
MaterialTheme(motionScheme = MotionScheme.expressive()) {
    // children read tokens via MaterialTheme.motionScheme.*
}
```

Tokens exposed:

| Token | Domain | Spring (damping / stiffness) - standard | ... expressive |
````
END THIRD-PARTY FILE dc8c48c235c544c9

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First 2347 of 20375 bytes. © AThevon · MIT · https://github.com/AThevon/genjutsu/tree/HEAD/skills/_jutsu/compose-graphics/SKILL.md

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---
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