gamemaker-shader-specialist

gamemaker-shader-specialist is an agent for coding agents from TraftG/opencode-game-studio. It costs 52 tokens per session (2,754 once invoked), scanned A, original, MIT.

A specialist for adding and tuning GLSL ES shaders, surfaces, and visual effects in GameMaker Studio 2, a tool for making games.

In plain words
What is it for?
Use it to plan or implement sprite effects, full-screen post-processing, shader parameters, and surface-based rendering in GMS2 projects.
Why use it?
It helps turn visual-effect ideas into an implementation that fits GameMaker's rendering system and the limits of the target device. It also surfaces design choices and performance trade-offs before code is written.

Agent

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.

agentmods
npx agentmods add agents/traftg/opencode-game-studio/gamemaker-shader-specialist
Clone the repo
git clone --depth 1 https://github.com/TraftG/opencode-game-studio

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 gamemaker-shader-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-shader-specialist.svg)](https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-shader-specialist)
Your own site
<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>
Per session 52 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,754 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00052 $0.02754
Opus 5 $0.00026 $0.01377
Sonnet 5 $0.00010 $0.00551
Haiku 4.5 $0.00005 $0.00275

Measured 5d ago against content hash f2552f12b10a, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

.opencode/agents/gamemaker-shader-specialist.md · 278 lines

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:

  1. 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)
  2. 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?"
  3. 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?"
  4. 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
  5. 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
  6. 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

Read the full file on GitHub · 278 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. 5d ago First seen · 278 lines · 52 tokens per session scan A f2552f12b10a

Subscribe to this mod's changes

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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