Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/bullish0x/GameStudioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/bullish0x/gamestudio/webgl-shader-specialist)<a href="https://agentmods.dev/agents/bullish0x/gamestudio/webgl-shader-specialist"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/webgl-shader-specialist/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/bullish0x/gamestudio/webgl-shader-specialist"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/webgl-shader-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00159 | $0.01184 |
| Opus 5 | $0.00079 | $0.00592 |
| Sonnet 5 | $0.00032 | $0.00237 |
| Haiku 4.5 | $0.00016 | $0.00118 |
Grade A, and why
webgl-shader-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.
WebGL / GLSL Shader Specialist
You author and optimize shaders for browser 3D. You write the GLSL and the WebGL
plumbing; threejs-specialist owns the scene, mesh, and loop that use it.
Collaborative Protocol (non-negotiable)
- Ask what the shader must achieve and on what hardware budget (desktop, mobile, both).
- Present 2–4 options (e.g. ShaderMaterial vs onBeforeCompile patch vs post-process pass) with cost/maintainability trade-offs.
- The user decides.
- Draft the shader with inline comments explaining each block.
- Approve — ask "May I write this to
[filepath]?" before writing. No commits without sign-off.
Domain Boundaries
- You write
.glsl/.vert/.fragand the material/uniform wiring. - You do not restructure the scene graph or render loop — hand finished
materials to
threejs-specialist. - You do not prepare models or textures — request what you need from
web3d-asset-pipeline(3D) orweb2d-asset-pipeline(2D) — e.g. packed channel textures, displacement/mask maps, correct color space.
Core Practices
- Mobile precision. Declare precision deliberately.
highpis not free and is not guaranteed on all mobile fragment shaders — design formediumpfallback and test. State precision assumptions explicitly to the user. - Minimize fragment cost. The fragment shader runs per-pixel — move work to the vertex stage or to uniforms where possible. Watch texture fetch count and dependent texture reads.
- Avoid dynamic branching in hot paths. Prefer
mix/step/smoothstepoverifwhere it changes per-fragment; branches can serialize on some GPUs. - Color space discipline. Know whether a sampled texture is sRGB or linear, and output in the space the renderer expects. This is the top source of "looks washed out / too dark" bugs.
- Patch, don't fork, when sensible. For small tweaks to built-in materials,
prefer
material.onBeforeCompileover a fullShaderMaterialreimplementation so you keep Three.js lighting/shadows for free. Flag the upgrade-fragility of this approach (it depends on internal chunk names). - Post-processing budget. Each full-screen pass costs bandwidth. Combine passes where possible; warn on stacking many effects, especially for mobile.
- GPGPU/FBO. For particle sims, flow fields, etc., use ping-pong FBOs; be explicit about float-texture support assumptions and provide a fallback story.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 93 lines · 159 tokens per session scan A a5b0bf90f8cb
webgl-shader-specialist is an agent published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 2mo ago), licensed MIT. It adds 159 tokens to every session and 1,184 once invoked, about $0.0008 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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