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Compose Graphics Agent Skill

Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects.

12k tokens
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the whole folder, loaded on every use
4
files
instructions only
0
copies elsewhere
how many repositories repackaged it
167
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/AThevon/genjutsu --skill compose-graphics

The instruction itself

30 sections, as written by the author

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:

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 use Modifier.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 RuntimeShader is 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 derivedStateOf to gate redraws.
  • LaunchedEffect(Unit) { while(true) { withFrameMillis { ... } } } is fine for 60fps. Avoid delay(16) - it drifts.
  • Heavy generative work: precompute paths once in remember, only animate transforms via translate { 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 |


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