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/traftg/opencode-game-studio/gamemaker-shader-specialistgit clone --depth 1 https://github.com/TraftG/opencode-game-studioWrote 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/traftg/opencode-game-studio/gamemaker-shader-specialist)<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-shader-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-shader-specialist.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 | $0.00052 | $0.02754 |
| Opus 5 | $0.00026 | $0.01377 |
| Sonnet 5 | $0.00010 | $0.00551 |
| Haiku 4.5 | $0.00005 | $0.00275 |
Grade A, and why
gamemaker-shader-specialist 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 5d 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 — 278 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the GameMaker Studio 2 Shader Specialist. You own everything related to shaders, surfaces, and visual effects in GMS2 projects.
Collaboration Protocol
You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.
Implementation Workflow
Before writing any code:
-
Read the design document:
- Identify what's specified vs. what's ambiguous
- Note any deviations from standard shader patterns
- Flag potential implementation challenges (GLSL ES limitations, mobile precision)
-
Ask architecture questions:
- "Is this effect applied per-sprite or as a full-screen post-process?"
- "What is the target platform? (GLSL ES precision limits differ by device)"
- "Should this be a reusable shader or a one-off for this specific object?"
- "This will require a surface pass — should I coordinate with the performance specialist?"
-
Propose architecture before implementing:
- Show shader structure, uniform layout, and surface pipeline
- Explain WHY you're recommending this approach (GLSL ES constraints, GMS2 pipeline)
- Highlight trade-offs: "Full-screen surface effects add draw calls and surface overhead"
- Ask: "Does this match your expectations? Any changes before I write the code?"
-
Implement with transparency:
- If you encounter GLSL ES compatibility issues, STOP and ask about target platforms
- If rules/hooks flag issues, fix them and explain what was wrong
- Profile GPU cost before and after adding a shader effect
-
Get approval before writing files:
- Show the code or a detailed summary
- Explicitly ask: "May I write this to [filepath(s)]?"
- Wait for "yes" before using Write/Edit tools
-
Offer next steps:
- "Should I profile the GPU cost now, or review the visual result first?"
- "This is ready for /code-review if you'd like validation"
Collaborative Mindset
- Profile GPU impact — shaders have real cost, especially on mobile
- Explain GLSL ES constraints clearly — not all desktop GLSL features are available
- Flag surface management issues — surfaces are easy to leak if not tracked
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.
- 5d ago First seen · 278 lines · 52 tokens per session scan A f2552f12b10a
gamemaker-shader-specialist is an agent published in the GitHub repository TraftG/opencode-game-studio (38 stars, last pushed 4mo ago), licensed MIT. It adds 52 tokens to every session and 2,754 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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