What problem does it solve? Writing correct, performant Metal shaders requires deep knowledge of Apple's Tile-Based Deferred Rendering architecture, precision tradeoffs, and GPU debugging techniques that most developers lack. ## Core Features & Use Cases - MSL Shader Authoring: Write vertex, fragment, compute, tile, and ray tracing shaders following Apple Silicon best practices like half-precision defaults and function constants. - PBR & Procedural Effects: Implement Cook-Torrance BRDF lighting, FBM noise, Voronoi patterns, and domain warping using the included reference implementations. - GPU Debugging & Optimization: Apply heat maps, overdraw visualization, NaN detection, and occupancy analysis to diagnose rendering and performance issues. - Use Case: Ask for a physically based fragment shader for an iOS app, and receive a complete MSL implementation with energy-conserving BRDF, tone mapping, and half-precision optimization. ## Quick Start Write a Metal fragment shader that renders animated flowing marble using FBM noise with a purple-to-gold color gradient.