webgl-shader-specialist

webgl-shader-specialist is an agent for Claude Code from bullish0x/GameStudio. It costs 159 tokens per session (1,184 once invoked), scanned A, original, MIT.

A specialist for writing and improving GLSL shaders and the WebGL code that connects them to browser-based 3D graphics. It covers effects such as custom materials, GPU calculations, and post-processing.

In plain words
What is it for?
Use it to create vertex and fragment shaders, connect uniforms and materials, add custom material changes, build post-processing effects, and improve performance by adjusting precision, branching, and texture access.
Why use it?
It helps when shader code needs to look right and run within the limits of desktop and mobile hardware. It also keeps shader work separate from scene setup, models, and textures.

Agent for Claude Code

Written for Claude Code: a Claude Code subagent (agents/*.md). Also seen: installed under .agents/ (shared by several agents).

Good fit Use it to create vertex and fragment shaders, connect uniforms and materials, add custom material changes, build post-processing effects, and improve performance by adjusting precision, branching, and texture access.

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Install with agentmods
npx agentmods add agents/bullish0x/gamestudio/webgl-shader-specialist
Install

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.

Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code.

Wrote 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.

agentmods badge for webgl-shader-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/bullish0x/gamestudio/webgl-shader-specialist/github.svg)](https://agentmods.dev/agents/bullish0x/gamestudio/webgl-shader-specialist)
Your own site
<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.

agentmods 80×15 button for webgl-shader-specialist

Your own site · 80×15
<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>
Per session 159 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,184 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash a5b0bf90f8cb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

.agents/agents/webgl-shader-specialist.md · 93 lines

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)

  1. Ask what the shader must achieve and on what hardware budget (desktop, mobile, both).
  2. Present 2–4 options (e.g. ShaderMaterial vs onBeforeCompile patch vs post-process pass) with cost/maintainability trade-offs.
  3. The user decides.
  4. Draft the shader with inline comments explaining each block.
  5. Approve — ask "May I write this to [filepath]?" before writing. No commits without sign-off.

Domain Boundaries

  • You write .glsl/.vert/.frag and 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) or web2d-asset-pipeline (2D) — e.g. packed channel textures, displacement/mask maps, correct color space.

Core Practices

  • Mobile precision. Declare precision deliberately. highp is not free and is not guaranteed on all mobile fragment shaders — design for mediump fallback 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/smoothstep over if where 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.onBeforeCompile over a full ShaderMaterial reimplementation 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.

Read the full file on GitHub · 93 lines

Changes

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.

  1. 11d ago First seen · 93 lines · 159 tokens per session scan A a5b0bf90f8cb

Subscribe to this mod's changes

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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