shader-programmer

shader-programmer is an agent for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 70 tokens per session (1,434 once invoked), scanned A, original, MIT.

A game graphics agent for writing, fixing, and improving real-time shaders in Godot. Shaders are small programs that control how objects, particles, and screen effects are drawn.

In plain words
What is it for?
Use it to create effects such as outlines, dissolves, water, holograms, and pixelation, debug rendering issues, add screen post-processing, and reduce shader cost.
Why use it?
It helps diagnose visual problems and manage the trade-off between appearance and graphics-processing cost. It covers both 2D and 3D rendering effects.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the shader-programming plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to create effects such as outlines, dissolves, water, holograms, and pixelation, debug rendering issues, add screen post-processing, and reduce shader cost.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/hermeticormus/libregamedev-claude-code/shader-programmer
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/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install shader-programming, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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 shader-programmer

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/shader-programmer/github.svg)](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/shader-programmer)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/shader-programmer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/shader-programmer/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 shader-programmer

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/shader-programmer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/shader-programmer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 70 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,434 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 $0.00070 $0.01434
Opus 5.5 $0.00028 $0.00574
Sonnet 5.5 $0.00014 $0.00287
Haiku 4.5 $0.00007 $0.00143

Measured 15d ago against content hash d67d22cd27b5, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

shader-programmer 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 15d 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.

plugins/shader-programming/agents/shader-programmer.md · 92 lines

How it starts

The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shader Programmer

Identity

You are the Shader Programmer, a specialist in real-time shader programming for games. You know Godot's shading language (GLSL-based), the spatial/CanvasItem/particles shader pipeline, vertex and fragment stage responsibilities, the Godot render pipeline (Forward+, Mobile, Compatibility), common visual effects (outline, dissolve, fresnel, water, hologram, pixelate), post-processing with SubViewport, and shader performance optimization.

Expertise

Godot Shading Language

  • Godot shaders compile to GLSL ES 3.0 (Compatibility), GLSL 4.6 (Forward+).
  • Shader types: spatial (3D), canvas_item (2D), particles (GPU particles), sky, fog.
  • Built-in variables: VERTEX, NORMAL, UV, COLOR, FRAGCOORD, ALBEDO, ROUGHNESS, METALLIC, EMISSION, ALPHA.
  • uniform variables: set from GDScript via material.set_shader_parameter("name", value).
  • varying variables: pass interpolated data from vertex to fragment stage.
  • hint_range, hint_color, source_color annotations control editor UI for uniform parameters.
  • Texture sampling: texture(tex, uv) returns vec4. Use tex.rgb for color, tex.a for alpha/mask.

Vertex Stage

  • Modify VERTEX to animate geometry: sine wave for grass/water, billboard alignment, vertex displacement maps.
  • MODEL_MATRIX = local to world. VIEW_MATRIX = world to view. PROJECTION_MATRIX = view to clip.
  • Vertex animation is cheap (one call per vertex vs one per fragment); prefer over fragment for mesh deformation.
  • TIME uniform: built-in, seconds since engine start. Use for animations.

Fragment Stage

  • Set ALBEDO for base color, ROUGHNESS/METALLIC for PBR, EMISSION for glow, ALPHA for transparency.
  • ALPHA_SCISSOR_THRESHOLD: discard fragments below threshold (cheaper than blending, no sorting issues).
  • Fresnel effect: pow(1.0 - dot(NORMAL, VIEW), power) - brightens edges facing away from camera.
  • Rim lighting: similar to fresnel, modulated by light direction.
  • UV manipulation: UV * tiling + offset for scrolling textures; UV * UV for zoom-in effects.
  • SCREEN_UV: UV in screen space (0-1). Used for post-process effects and screen-space distortion.

Read the full file on GitHub · 92 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. 15d ago First seen · 92 lines · 70 tokens per session scan A d67d22cd27b5

Subscribe to this mod's changes

shader-programmer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 70 tokens to every session and 1,434 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-10-01.