shader

shader is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 12 tokens per session (789 once invoked), scanned A, original, MIT.

A command for writing, diagnosing, and improving shaders in Godot. A shader is a small graphics program that controls how a game's surfaces, sprites, particles, or screen effects appear.

In plain words
What is it for?
Use it to create outlines, dissolves, water, holograms, and pixelation, debug shader code, extend existing effects, and optimise shader performance.
Why use it?
It helps find causes of rendering problems such as black output, transparency glitches, or effects that fail on some devices. It also helps reduce the graphics work needed to draw an effect.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the shader-programming plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to create outlines, dissolves, water, holograms, and pixelation, debug shader code, extend existing effects, and optimise shader performance.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/shader
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/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install shader-programming, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/shader/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/shader)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/shader"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/shader/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

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/shader"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/shader.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 12 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 789 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 $0.00012 $0.00789
Opus 5.5 $0.00005 $0.00316
Sonnet 5.5 $0.00002 $0.00158
Haiku 4.5 $0.00001 $0.00079

Measured 15d ago against content hash eb260b766306, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

shader 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 15d 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.

plugins/shader-programming/commands/shader.md · 94 lines

How it starts

The opening of the file, as written. The whole thing — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/shader

Write, debug, and optimize shaders for Godot's spatial, canvas_item, and particles pipelines.

Trigger

/shader [action] [target]

Actions

write

Create a new shader for a specific visual effect.

/shader write "character dissolves away with orange glowing edge when killed"
/shader write "2D sprite outline that pulses when selected"
/shader write "water surface with normal map scrolling, fresnel, and wave vertices"
/shader write "hologram effect: scan lines, fresnel edges, flicker"
/shader write "pixelate post-process for retro camera transition"

Output: Complete .gdshader file with uniforms, vertex/fragment functions, render mode selection, and GDScript snippet for setting parameters.

debug

Diagnose shader problems.

/shader debug "shader renders black on mobile but works in editor"
/shader debug "transparent shader z-sorting artifacts when overlapping"
/shader debug "SCREEN_TEXTURE uniform not sampling correctly"
/shader debug "outline only shows on some sides of sprite"

Output: Root cause analysis, fix code, explanation of why the issue occurs.

optimize

Reduce shader GPU cost.

/shader optimize "fragment shader has 8 texture samples and 3 if-branches"
/shader optimize "post-process effect drops FPS from 60 to 45 on mobile"

Output: Profiling approach, specific optimizations (pack textures, replace if with mix/step, reduce precision), before/after comparison.

extend

Modify an existing shader to add a feature.

/shader extend "add hit flash to existing character shader - turn white briefly when taking damage"
/shader extend "add rain drip normal map distortion to existing water shader"

Output: Modified shader code with diff annotations showing what changed and why.

Examples

Creating a dissolve effect:

/shader write "mesh dissolves into particles when dying - noise-based discard with glowing orange edge"

Produces: Spatial shader with noise texture uniform, dissolve_amount 0-1 uniform, discard at threshold, EMISSION at edge. Includes GDScript Tween to animate dissolve_amount over time.

Read the full file on GitHub · 94 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. 15d ago First seen · 94 lines · 12 tokens per session scan A eb260b766306

Subscribe to this mod's changes

shader is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 12 tokens to every session and 789 once invoked, about $0.0000 per session on Opus 5.5. 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 2026-10-01.

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