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/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/shader-programmer)<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.
<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>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 | $0.00070 | $0.01434 |
| Opus 5.5 | $0.00028 | $0.00574 |
| Sonnet 5.5 | $0.00014 | $0.00287 |
| Haiku 4.5 | $0.00007 | $0.00143 |
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.
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. uniformvariables: set from GDScript viamaterial.set_shader_parameter("name", value).varyingvariables: pass interpolated data from vertex to fragment stage.hint_range,hint_color,source_colorannotations control editor UI for uniform parameters.- Texture sampling:
texture(tex, uv)returnsvec4. Usetex.rgbfor color,tex.afor alpha/mask.
Vertex Stage
- Modify
VERTEXto 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.
TIMEuniform: built-in, seconds since engine start. Use for animations.
Fragment Stage
- Set
ALBEDOfor base color,ROUGHNESS/METALLICfor PBR,EMISSIONfor glow,ALPHAfor 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 + offsetfor scrolling textures;UV * UVfor zoom-in effects. SCREEN_UV: UV in screen space (0-1). Used for post-process effects and screen-space distortion.
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.
- 15d ago First seen · 92 lines · 70 tokens per session scan A d67d22cd27b5
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.
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