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/saeedkolivand/ai-job-hunter-appWrote 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/saeedkolivand/ai-job-hunter-app/shader-engineer)<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.
<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>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 | $0.00062 | $0.00961 |
| Opus 5 | $0.00031 | $0.00481 |
| Sonnet 5 | $0.00012 | $0.00192 |
| Haiku 4.5 | $0.00006 | $0.00096 |
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.
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 aMapofthree.Uniform; the fragment entry point signature is exactlyvoid mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor)(add adepthparam only withEffectAttribute.DEPTH). EffectAttribute.CONVOLUTIONis required to sample the INPUT BUFFER at neighbor texels; only ONE convolution effect perEffectPass, and it is incompatible withmainUvin the same pass.- NEVER swap
blendFunctionat runtime -- it recompiles the wholeEffectPass. Toggle viablendMode.opacity.valueor uniform-driven branches instead. - Per-frame uniform work goes in
update(renderer, inputBuffer, delta)or the owninguseFrame; after changing adefinecallsetChanged(). - 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,timeas built-ins -- prefix your own helper functionsajh_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:
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 · 61 lines · 62 tokens per session scan A 99542b31ad59
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.
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