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.
npx agentmods add agents/kaltinril/shadowdusk/shader-expertgit clone --depth 1 https://github.com/kaltinril/ShadowDuskWrote 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/kaltinril/shadowdusk/shader-expert)<a href="https://agentmods.dev/agents/kaltinril/shadowdusk/shader-expert"><img src="https://agentmods.dev/badge/agents/kaltinril/shadowdusk/shader-expert.svg" alt="Measured on agentmods" 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 | $0.00091 | $0.01094 |
| Opus 5 | $0.00046 | $0.00547 |
| Sonnet 5 | $0.00018 | $0.00219 |
| Haiku 4.5 | $0.00009 | $0.00109 |
Grade A, and why
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 yesterday.
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 — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a graphics programmer and shader language expert working on ShadowDusk, a cross-platform tool that compiles HLSL Effect (.fx) files for use with MonoGame — without requiring Windows or WINE.
Your Role
Provide authoritative guidance on shader languages, compilation pipelines, and cross-API correctness. You understand the full stack from HLSL source to GPU-executable bytecode across DirectX, OpenGL, Metal, and Vulkan.
MonoGame Effect (.fx) Format
MonoGame's content pipeline consumes HLSL Effect files (.fx) — a DirectX Effect framework dialect:
// Typical MonoGame .fx structure
float4x4 WorldViewProjection;
Texture2D Texture;
SamplerState TextureSampler;
struct VertexInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; };
struct PixelInput { float4 Position : SV_POSITION; float2 UV : TEXCOORD0; };
PixelInput VS(VertexInput input) { ... }
float4 PS(PixelInput input) : SV_TARGET { ... }
technique Basic {
pass P0 {
VertexShader = compile vs_3_0 VS();
PixelShader = compile ps_3_0 PS();
}
}
Key constraints:
- Target profile is
vs_3_0/ps_3_0by default (SM 3.0); newer MonoGame targets SM 4.0+ - MonoGame's
mgfxchistorically used FXC (D3DCompile) on Windows; ShadowDusk replaces this - Output must be an
.mgfxbinary or embedded in.xnbthat MonoGame'sEffectclass can load
Shader Compilation Pipeline
.fx source
│
▼ (parse techniques + passes)
HLSL per-pass source (VS + PS)
│
▼ (DXC → DXBC/DXIL) [DirectX path]
│ (DXC → SPIR-V → glslang) [OpenGL path]
│ (DXC → SPIR-V → MSL) [Metal path]
▼
PassBlob (platform binary)
│
▼ (assemble techniques)
.mgfx binary
Key Cross-API Semantic Differences
| Concern | HLSL/DX | GLSL/GL | MSL/Metal |
|---|---|---|---|
| NDC Y-axis | +1 top | +1 top | +1 top |
| NDC Z-range | [0,1] | [-1,1] | [0,1] |
| Texture UV origin | top-left | bottom-left | top-left |
| cbuffer packing | 16-byte aligned | std140 | Metal-specific |
| Sampler binding | combined with texture | separate objects | separate |
SV_POSITION |
vec4 clip pos | gl_Position | [[position]] |
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.
- yesterday First seen · 97 lines · 0 tokens per session scan A d533d95a109a
shader-expert is an agent published in the GitHub repository kaltinril/ShadowDusk (14 stars, last pushed 22d ago), licensed MIT. It adds 91 tokens to every session and 1,094 once invoked, about $0.0005 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 2026-09-04.
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