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.
git clone --depth 1 https://github.com/AcKeskin/contextureWrote 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/rules/ackeskin/contexture/rendering)<a href="https://agentmods.dev/rules/ackeskin/contexture/rendering"><img src="https://agentmods.dev/badge/rules/ackeskin/contexture/rendering/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.
<a href="https://agentmods.dev/rules/ackeskin/contexture/rendering"><img src="https://agentmods.dev/badge/rules/ackeskin/contexture/rendering.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00000 | $0.03512 |
| Opus 5.5 | $0.00000 | $0.01405 |
| Sonnet 5.5 | $0.00000 | $0.00702 |
| Haiku 4.5 | $0.00000 | $0.00351 |
Grade A, and why
rendering 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 today.
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 — 100 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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)
Use a reversed-Z depth buffer (map far plane to 0.0, near plane to 1.0) with a float32 depth format; the floating-point distribution is then uniform across the depth range, minimizing z-fighting. Conventional 0=near/1=far 16-bit or 24-bit depth wastes precision near the far plane. (Reversed-Z depth buffer technique; NVIDIA "Depth Precision Visualized"; Vulkan depth range configuration)
Never mix sRGB-formatted and linear-formatted texture samples in the same lighting computation without explicit conversion; read the texture format declaration before sampling and add explicit pow(x, 2.2) / linearization only when hardware sRGB read is not in use. (OpenGL 4.6 spec §8.24; general sRGB-vs-linear audit practice)
When quantizing from float to 8-bit UNORM at output, apply a small triangular or blue-noise dither before the OETF encode to push quantization error below the perceptual threshold and eliminate smooth-gradient banding. (general signal processing; Bart Wronski blue-noise dithering; GPU Pro 7 dithering chapter)
Why: Working in the wrong color space produces physically incorrect lighting that no amount of artistic tuning fully corrects. A single mis-placed sRGB conversion or wrong render target format causes banding, blown-out HDR, and precision loss that cascades through the pipeline. Explicit format declarations and a single conversion boundary are the only reliable prevention. Source: IEC 61966-2-1 (sRGB); ITU-R BT.2100 (HDR); OpenGL 4.6 spec §8.24, §17.3.9; Khronos Data Format Specification 1.3.
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.
- today First seen · 100 lines · 3,512 tokens per session scan A acfbcb37cedf
rendering is a cursor rule published in the GitHub repository AcKeskin/contexture (2 stars, last pushed yesterday), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 3,512 tokens. 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 2026-10-27.
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