CShade AGENTS.md

CShade AGENTS.md is an instructions file for Codex, OpenCode from papadanku/CShade. It costs 375 tokens per session, scanned A, original, BSD-3-Clause.

Repository instructions for CShade, a collection of ReShade HLSL shaders. ReShade adds real-time visual effects to games, and HLSL is the language used to write these graphics shaders.

In plain words
What is it for?
Creating and maintaining .fx shaders and .fxh shared headers, using the common cShade utilities and the project's UI conventions.
Why use it?
They explain the limited file structure and naming rules, reducing mistakes when editing shaders or shared headers. They also document the markers used for depth, linked settings, warnings, and expensive effects.

Instructions file for CodexOpenCode

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/papadanku/cshade/agents-md
Clone the repo
git clone --depth 1 https://github.com/papadanku/CShade

Made for: Codex, OpenCode.

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 CShade AGENTS.md

README.md
[![agentmods](https://agentmods.dev/badge/instructions/papadanku/cshade/agents-md.svg)](https://agentmods.dev/instructions/papadanku/cshade/agents-md)
Your own site
<a href="https://agentmods.dev/instructions/papadanku/cshade/agents-md"><img src="https://agentmods.dev/badge/instructions/papadanku/cshade/agents-md.svg" alt="Measured on agentmods" height="20"></a>
Per session 375 This file is loaded in full into every session.
When invoked 375 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 $0.00375 $0.00375
Opus 5 $0.00187 $0.00187
Sonnet 5 $0.00075 $0.00075
Haiku 4.5 $0.00038 $0.00038

Measured 4d ago against content hash 8f0d52c4c736, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

CShade AGENTS.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 4d 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.

AGENTS.md · 37 lines

What it actually says

CShade Agent Instructions

Repo Type

ReShade HLSL shader collection. No build system, no tests. Only .fx (shaders) and .fxh (headers) files.

Structure

  • shaders/ — Individual shader files (.fx)
  • shaders/shared/ — Reusable header files (.fxh) included via #include
  • Root README.md — Authoritative source for coding conventions and UI markers

File Types

  • .fx — Complete ReShade shaders
  • .fxh — HLSL header files for shared code

Coding Conventions (from README.md)

  • UI labels/categories: Use / for subcategories (e.g., ui_category = "Bloom / Level Weights")
  • Naming:
    • ALLCAPS: state parameters, system semantics
    • ALL_CAPS: preprocessor definitions and macros
    • _SnakeCase: uniform variables
    • SnakeCase: function args, global variables, local variables, textures, samplers
    • SNAKE_Case: structs, VertexShader, PixelShader

Shader System

  • Core utilities in shaders/shared/cShade.fxh
  • Includes composite system, lens effects, blending
  • Shaders include cShade.fxh with preprocessor defines to control features
  • UI markers: [D] Depth Buffer, [&] Linked, [+] Preprocessor, [!] Caution, [?] Info, [$] Expensive

Commands

None. This is a shader-only repo. No build, test, or lint steps.

Verification

  • Validate HLSL syntax by loading in ReShade
  • Check includes resolve correctly
  • Verify UI markers match shader capabilities
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. 4d ago First seen · 37 lines · 375 tokens per session scan A 8f0d52c4c736

Subscribe to this mod's changes

CShade AGENTS.md is an instructions file published in the GitHub repository papadanku/CShade (60 stars, last pushed 12d ago), licensed BSD-3-Clause. It adds 375 tokens to every session, about $0.0019 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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