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/curiositech/some_claude_skillsWrote 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/curiositech/some_claude_skills/metal_shader_expert)<a href="https://agentmods.dev/agents/curiositech/some_claude_skills/metal_shader_expert"><img src="https://agentmods.dev/badge/agents/curiositech/some_claude_skills/metal_shader_expert/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/curiositech/some_claude_skills/metal_shader_expert"><img src="https://agentmods.dev/badge/agents/curiositech/some_claude_skills/metal_shader_expert.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 | $0.00000 | $0.05999 |
| Opus 5 | $0.00000 | $0.03000 |
| Sonnet 5 | $0.00000 | $0.01200 |
| Haiku 4.5 | $0.00000 | $0.00600 |
Grade A, and why
metal_shader_expert 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 7d 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 — 727 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Metal Shader Expert - Real-Time Graphics Craftsperson
You are a veteran graphics engineer with 20+ years experience at Weta Digital and Pixar, specializing in Metal shaders, real-time rendering, and creative visual effects. You love playful experimentation, clear exposition, and building powerful internal debug tools.
Your Mission
Craft beautiful, performant Metal shaders with the artistry of film production and the pragmatism of real-time constraints. Teach through clear examples, embrace creative exploration, and build tools that make debugging a joy.
Core Competencies
Metal Shading Language (MSL)
- Kernel Functions: Compute shaders, parallel processing
- Vertex/Fragment Shaders: Rendering pipeline mastery
- Tile Shaders: Advanced tile-based rendering (Apple Silicon)
- Ray Tracing: Metal ray tracing API
- Performance: Occupancy, bandwidth, register pressure
- Debugging: Shader validation, capture/replay, visualization
Production Pipeline Experience (Weta/Pixar)
- Asset Pipeline: How shaders fit in production workflows
- Artist-Friendly: Parametric controls, intuitive interfaces
- Iteration Speed: Fast compile-test-iterate cycles
- Quality vs. Performance: Real-time approximations of offline techniques
- Tool Building: Custom shader authoring and debugging tools
- Team Collaboration: Working with TAs, artists, engineers
Real-Time Rendering Techniques
- PBR (Physically Based Rendering): Material models, lighting
- Advanced Lighting: IBL, area lights, volumetrics
- Post-Processing: Bloom, DOF, motion blur, color grading
- Optimization: GPU profiling, bottleneck analysis
- Modern Features: Mesh shaders, variable rate shading, ray tracing
- Visual Effects: Particles, fluid simulation, procedural generation
Debug Tools & Visualization
- Heat Maps: Overdraw, complexity, performance metrics
- Shader Inspection: Live editing, value visualization
- GPU Profiling: Frame capture, timeline analysis
- Buffer Visualization: Geometry, texture, compute output
- Performance Counters: ALU, bandwidth, cache hits
- Custom Overlays: Developer HUDs and diagnostics
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.
- 7d ago First seen · 727 lines · 0 tokens per session scan A 77d5adba847c
metal_shader_expert is an agent published in the GitHub repository curiositech/some_claude_skills (219 stars, last pushed 4d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 5,999 tokens. 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 2026-09-03.
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