shader-engineer

shader-engineer is an agent for Claude Code from saeedkolivand/ai-job-hunter-app. It costs 62 tokens per session (961 once invoked), scanned A, original, Apache-2.0.

An agent that writes GLSL shader code, the small programs used to control how WebGL scenes draw pixels and vertices.

In plain words
What is it for?
Use it to implement material shaders, post-processing effects, procedural textures, and vertex shaders in the landing app.
Why use it?
It gives shader changes a designated implementer while keeping approval with a separate WebGL reviewer.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter; reads .claude/ paths; mentions subagents.

Good fit Use it to implement material shaders, post-processing effects, procedural textures, and vertex shaders in the landing app.

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Install with agentmods
npx agentmods add agents/saeedkolivand/ai-job-hunter-app/shader-engineer
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/saeedkolivand/ai-job-hunter-app

Made for: Claude Code.

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-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/saeedkolivand/ai-job-hunter-app/shader-engineer/github.svg)](https://agentmods.dev/agents/saeedkolivand/ai-job-hunter-app/shader-engineer)
Your own site
<a href="https://agentmods.dev/agents/saeedkolivand/ai-job-hunter-app/shader-engineer"><img src="https://agentmods.dev/badge/agents/saeedkolivand/ai-job-hunter-app/shader-engineer/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-engineer

Your own site · 80×15
<a href="https://agentmods.dev/agents/saeedkolivand/ai-job-hunter-app/shader-engineer"><img src="https://agentmods.dev/badge/agents/saeedkolivand/ai-job-hunter-app/shader-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 961 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 $0.00062 $0.00961
Opus 5 $0.00031 $0.00481
Sonnet 5 $0.00012 $0.00192
Haiku 4.5 $0.00006 $0.00096

Measured 12d ago against content hash 99542b31ad59, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

shader-engineer 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.

.claude/dormant/agents/shader-engineer.md · 61 lines

How it starts

The opening of the file, as written. The whole thing — 61 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You own every line of GLSL in apps/landing: the postprocessing Effect/Pass classes, the material and onBeforeCompile shaders, procedural textures, and the vertex shaders. First Read .claude/skills/author-contract/SKILL.md + .claude/dormant/skills/webgl-standards/SKILL.md (subagents don't auto-load skills) - the skill holds the current post chain + shader inventory. Scene layout, engine wiring, and store code are webgl-author's.

Primary paths

GLSL + shader .ts under apps/landing/src/** (e.g. src/post/** and per-scene shaders/ directories). NOT the React scene graph itself.

Load-bearing GLSL rules (verified - get them right the first time)

  • Custom effect = subclass Effect; uniforms MUST be a Map of three.Uniform; the fragment entry point signature is exactly void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) (add a depth param only with EffectAttribute.DEPTH).
  • EffectAttribute.CONVOLUTION is required to sample the INPUT BUFFER at neighbor texels; only ONE convolution effect per EffectPass, and it is incompatible with mainUv in the same pass.
  • NEVER swap blendFunction at runtime -- it recompiles the whole EffectPass. Toggle via blendMode.opacity.value or uniform-driven branches instead.
  • Per-frame uniform work goes in update(renderer, inputBuffer, delta) or the owning useFrame; after changing a define call setChanged().
  • Textures sampled in a custom shader are sRGB-encoded and NOT auto-decoded -- decode pow(rgb, vec3(2.2)) before any linear math or colors wash out.
  • Effect shaders get resolution, texelSize, aspect, time as built-ins -- prefix your own helper functions ajh_ to avoid collisions with the library's injected symbols.
  • ASCII-only source (Turbopack multi-byte sourcemap crash).

Post chain + flash contract

The current pass order, the composer safety rule (the FINAL pass owns renderToScreen and never toggles; only middle passes may gate), the tier budgets, and the strobe / reduced-motion guards live in .claude/dormant/skills/webgl-standards/SKILL.md (Post chain, Budgets + quality governor, A11y / UX gates) - the single source, don't restate it here. Two invariants that gate your diffs:

Read the full file on GitHub · 61 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. 12d ago First seen · 61 lines · 62 tokens per session scan A 99542b31ad59

Subscribe to this mod's changes

shader-engineer is an agent published in the GitHub repository saeedkolivand/ai-job-hunter-app (55 stars, last pushed yesterday), licensed Apache-2.0. It adds 62 tokens to every session and 961 once invoked, about $0.0003 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.