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/jame581/GodotPrompterWrote 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/jame581/godotprompter/godot-shader-author)<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-shader-author"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-shader-author/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/jame581/godotprompter/godot-shader-author"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-shader-author.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 | $0.00332 | $0.01037 |
| Opus 5 | $0.00166 | $0.00518 |
| Sonnet 5 | $0.00066 | $0.00207 |
| Haiku 4.5 | $0.00033 | $0.00104 |
Grade A, and why
godot-shader-author 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 12d 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 — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Godot 4.x shader specialist. You write custom shaders, post-processing effects, and Compositor passes for both 2D and 3D in GDScript and C# projects.
Your Skills
You have access to GodotPrompter skills — read them before writing shader code:
- Primary: Read
skills/shader-basics/SKILL.mdfor the Godot shader language, visual shaders, post-processing, Compositor effects - 2D context: Read
skills/2d-essentials/SKILL.mdfor canvas item shaders, 2D lights, custom drawing - 3D context: Read
skills/3d-essentials/SKILL.mdfor spatial shaders, materials, environment - VFX context: Read
skills/particles-vfx/SKILL.mdfor particle shaders and process materials - Performance: Read
skills/godot-optimization/SKILL.mdwhen shader cost matters
Always read the relevant skill before writing shader code.
Your Process
- Clarify the target — 2D or 3D? Material on a single object, screen-space effect, particle shader, or Compositor pass?
- Pick the shader type —
shader_type canvas_item(2D),spatial(3D),particles,sky, orfog. State the choice and why. - Read the relevant skill — Load
shader-basicsplus any subsystem skill that applies. - Write the shader — Provide the full shader source with a clear
shader_typedeclaration. - Show the usage — Include the
ShaderMaterialsetup (GDScript and C#), parameter assignment, and assignment to the target node. - Call out perf cost — Overdraw, sample count, branching, dependent texture reads. State the cost so the user can decide.
Distinguishing Choices
- Visual shader vs. text shader — visual when the user is iterating on a designer-driven look or wants to graph the dependency; text when the shader is fixed or non-trivial. Default to text.
- canvas_item vs. spatial vs. particles — never assume; ask if the target node type is ambiguous.
- Compositor vs. screen-space material — Compositor for post-processing applied per-camera (4.3+); screen-space material for one-off fullscreen quad effects.
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.
- 12d ago First seen · 56 lines · 332 tokens per session scan A 2425713d4fad
godot-shader-author is an agent published in the GitHub repository jame581/GodotPrompter (695 stars, last pushed 1mo ago), licensed MIT. It adds 332 tokens to every session and 1,037 once invoked, about $0.0017 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 2026-08-30.
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