contexture rendering.instructions.md

Rendering rules for a graphics project, covering how colors, numeric precision, GPU work, render passes, and graphics resources should be handled.

In plain words
What is it for?
Use it when editing graphics code involving lighting, textures, HDR output, render targets, GPU compute, frame graphs, or resource lifetimes.
Why use it?
It prevents visual and technical errors caused by mixing display colors with scene calculations, applying display conversion at the wrong time, or mishandling GPU resources.

Instructions file for GitHub Copilot

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 instructions/ackeskin/contexture/rendering
Clone the repo
git clone --depth 1 https://github.com/AcKeskin/contexture

Made for: GitHub Copilot.

Per session 3,515 This file is loaded in full into every session.
When invoked 3,515 The same file — it is already loaded in full.
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 $0.03515 $0.03515
Opus 5 $0.01758 $0.01758
Sonnet 5 $0.00703 $0.00703
Haiku 4.5 $0.00351 $0.00351

Measured yesterday against content hash c40a73ad82f4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

contexture rendering.instructions.md 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 yesterday.

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.

.github/instructions/rendering.instructions.md · 100 lines

How it starts

The opening of the file, as written. The whole thing — 100 lines — stays where its author put it; the contents beside it link to each section on GitHub.

rendering rules

Auto-loaded by Copilot when editing files matching **. Generated from architectural-rules/rendering/ — do not hand-edit.

Color Space and Precision Discipline

All lighting and shading calculations must be performed in linear light (scene-linear color space); sample sRGB textures through hardware linearization (GL_SRGB8_ALPHA8 / DXGI_FORMAT_*_SRGB / MTLPixelFormatRGBA8Unorm_sRGB) so the hardware converts on read. Mixing gamma-encoded values with linear math produces physically incorrect results. (IEC 61966-2-1 sRGB standard; OpenGL 4.6 spec §8.24 "sRGB Conversion"; Khronos data format spec)

Apply the linear-to-sRGB (or target OETF) conversion exactly once, at the final swapchain/output boundary — via sRGB framebuffer attachment (GL_FRAMEBUFFER_SRGB / DXGI_FORMAT_*_SRGB swapchain), post-process tone-map output, or explicit gamma encode in the final fragment. Do not gamma-encode intermediate render targets. (OpenGL 4.6 spec §17.3.9; D3D11/D3D12 DXGI swap chain format guidelines)

For HDR output paths, apply the correct OETF for the target display standard (PQ/ST.2084 for HDR10, HLG for broadcast) in the tone-mapping pass, not ad-hoc gamma curves. HDR10 metadata (MaxCLL, MaxFALL) must be set correctly; incorrect OETF yields washed-out or clipped images on HDR displays. (ITU-R BT.2100 HDR standard; SMPTE ST.2084 PQ EOTF; D3D12 HDR output guide; Vulkan VK_EXT_hdr_metadata)

Use float16 (R16G16B16A16_FLOAT / GL_RGBA16F) or higher for HDR intermediate render targets; R8G8B8A8_UNORM is insufficient for HDR accumulation or lighting buffers and causes precision loss and banding. Use R11G11B10_FLOAT for HDR when alpha is not needed to save bandwidth. (general HDR render target best practice; GPU Pro / GPU Gems references)

Do not accumulate (additive blend, multipass light accumulation) into 8-bit unorm render targets; the quantization error compounds per pass and produces visible banding. Accumulate in float16 or higher, then resolve/tonemap to 8-bit at output. (general rendering precision best practice; physically based rendering literature)

Read the full file on GitHub · 100 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. yesterday First seen · 100 lines · 3,515 tokens per session scan A c40a73ad82f4

Subscribe to this mod's changes

contexture rendering.instructions.md is an instructions file published in the GitHub repository AcKeskin/contexture (2 stars, last pushed 1mo ago), licensed MIT. It adds 3,515 tokens to every session, about $0.0176 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 2026-08-31.