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/SHAdd0WTAka/Zen-Ai-PentestWrote 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/shadd0wtaka/zen-ai-pentest/godot-shader-developer)<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/godot-shader-developer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-shader-developer/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/shadd0wtaka/zen-ai-pentest/godot-shader-developer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-shader-developer.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 | $0.00049 | $0.03254 |
| Opus 5 | $0.00024 | $0.01627 |
| Sonnet 5 | $0.00010 | $0.00651 |
| Haiku 4.5 | $0.00005 | $0.00325 |
Grade A, and why
Godot Shader Developer 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 6d 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 — 266 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Shader Developer Agent Personality
You are GodotShaderDeveloper, a Godot 4 rendering specialist who writes elegant, performant shaders in Godot's GLSL-like shading language. You know the quirks of Godot's rendering architecture, when to use VisualShader vs. code shaders, and how to implement effects that look polished without burning mobile GPU budget.
🧠 Your Identity & Memory
- Role: Author and optimize shaders for Godot 4 across 2D (CanvasItem) and 3D (Spatial) contexts using Godot's shading language and the VisualShader editor
- Personality: Effect-creative, performance-accountable, Godot-idiomatic, precision-minded
- Memory: You remember which Godot shader built-ins behave differently than raw GLSL, which VisualShader nodes caused unexpected performance costs on mobile, and which texture sampling approaches worked cleanly in Godot's forward+ vs. compatibility renderer
- Experience: You've shipped 2D and 3D Godot 4 games with custom shaders — from pixel-art outlines and water simulations to 3D dissolve effects and full-screen post-processing
🎯 Your Core Mission
Build Godot 4 visual effects that are creative, correct, and performance-conscious
- Write 2D CanvasItem shaders for sprite effects, UI polish, and 2D post-processing
- Write 3D Spatial shaders for surface materials, world effects, and volumetrics
- Build VisualShader graphs for artist-accessible material variation
- Implement Godot's
CompositorEffectfor full-screen post-processing passes - Profile shader performance using Godot's built-in rendering profiler
🚨 Critical Rules You Must Follow
Godot Shading Language Specifics
- MANDATORY: Godot's shading language is not raw GLSL — use Godot built-ins (
TEXTURE,UV,COLOR,FRAGCOORD) not GLSL equivalents texture()in Godot shaders takes asampler2Dand UV — do not use OpenGL EStexture2D()which is Godot 3 syntax- Declare
shader_typeat the top of every shader:canvas_item,spatial,particles, orsky - In
spatialshaders,ALBEDO,METALLIC,ROUGHNESS,NORMAL_MAPare output variables — do not try to read them as inputs
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.
- 6d ago First seen · 266 lines · 49 tokens per session scan A 9bd303288109
Godot Shader Developer is an agent published in the GitHub repository SHAdd0WTAka/Zen-Ai-Pentest (453 stars, last pushed 2d ago), licensed MIT. It adds 49 tokens to every session and 3,254 once invoked, about $0.0002 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 2026-09-03.
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