shader-glsl

shader-glsl is a skill for Claude Code from 2233admin/design-pipeline. It costs 106 tokens per session (2,946 once invoked), scanned A, a copy of shader-glsl, MIT.

A guide for writing GLSL fragment shaders, small GPU programs that calculate the colour of each screen pixel in parallel.

In plain words
What is it for?
Use it for gradient, noise, plasma, aurora, dissolve, glitch, ripple, distortion, SDF shapes, and post-processing shaders, including Three.js ShaderMaterial setups.
Why use it?
It helps you create animated graphics and image effects without building every visual detail on the CPU.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the webgl-animation-skills plugin — 3 skills shipped together

Good fit Use it for gradient, noise, plasma, aurora, dissolve, glitch, ripple, distortion, SDF shapes, and post-processing shaders, including Three.js ShaderMaterial setups.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/2233admin/design-pipeline/shader-glsl
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.

Any agent
npx skills add 2233admin/design-pipeline --skill shader-glsl
Clone the repo
git clone --depth 1 https://github.com/2233admin/design-pipeline

Made for: Claude Code.

Or install webgl-animation-skills, the plugin that ships this one along with the rest of its 3 skills.

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-glsl

README.md
[![agentmods](https://agentmods.dev/badge/skills/2233admin/design-pipeline/shader-glsl/github.svg)](https://agentmods.dev/skills/2233admin/design-pipeline/shader-glsl)
Your own site
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/shader-glsl"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/shader-glsl/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-glsl

Your own site · 80×15
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/shader-glsl"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/shader-glsl.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 106 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,946 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 100% copy Near-identical to another mod 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 $0.00106 $0.02946
Opus 5 $0.00053 $0.01473
Sonnet 5 $0.00021 $0.00589
Haiku 4.5 $0.00011 $0.00295

Measured 7d ago against content hash 5fbaf3066c30, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

shader-glsl 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 7d 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.

Origin

This is a copy

100% identical to shader-glsl — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skill/references/iart-motion-skills/upstream/webgl-animation-skills/skills/shader-glsl/SKILL.md · 211 lines

How it starts

The opening of the file, as written. The whole thing — 211 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shader / GLSL

Write GPU fragment shaders for generative motion, gradients, transitions, and post-processing. Fragment shaders run once per pixel in parallel — the most performant way to do full-screen generative motion.

When to use

  • Animated gradient, noise, plasma, or aurora backgrounds.
  • Image transitions: dissolve, displacement, glitch, ripple, wipe.
  • Distortion, chromatic aberration, generative patterns, SDF shapes.
  • Post-processing passes over a rendered scene.

Fragment shader skeleton

Every fragment shader computes a color for one pixel. Normalize coordinates, aspect-correct, then build color.

precision highp float;
uniform float u_time;
uniform vec2  u_resolution;
uniform vec2  u_mouse;

void main() {
  vec2 uv = gl_FragCoord.xy / u_resolution.xy;     // 0..1
  vec2 p  = uv * 2.0 - 1.0;                         // -1..1, centered
  p.x *= u_resolution.x / u_resolution.y;           // aspect-correct
  vec3 col = 0.5 + 0.5 * cos(u_time + p.xyx + vec3(0.0, 2.0, 4.0));
  gl_FragColor = vec4(col, 1.0);
}

The cosine-palette line above (Inigo Quilez palettes) is the fastest route to a good-looking animated gradient: a + b*cos(2π*(c*t + d)) with tunable a,b,c,d vec3s.

Core building blocks

smoothstep + mix are the workhorses. smoothstep(e0, e1, x) gives a smooth 0→1 ramp; mix(a, b, t) linearly blends. Antialias an edge by the width of one pixel:

float px = fwidth(d);                    // screen-space derivative
float mask = smoothstep(px, -px, d);     // crisp AA edge from SDF distance d

Hash + value noise (no textures needed):

float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
float noise(vec2 p){
  vec2 i = floor(p), f = fract(p);
  vec2 u = f * f * (3.0 - 2.0 * f);                // smooth interpolation
  return mix(mix(hash(i), hash(i + vec2(1,0)), u.x),
             mix(hash(i + vec2(0,1)), hash(i + vec2(1,1)), u.x), u.y);
}
float fbm(vec2 p){                                  // fractal noise, organic
  float v = 0.0, a = 0.5;
  for (int i = 0; i < 5; i++){ v += a * noise(p); p *= 2.0; a *= 0.5; }
  return v;
}

Full value/simplex noise and fbm variants are in references/glsl-cookbook.md.

Read the full file on GitHub · 211 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 7d ago First seen · 211 lines · 106 tokens per session scan A 5fbaf3066c30

Subscribe to this mod's changes

shader-glsl is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 8d ago), licensed MIT. It adds 106 tokens to every session and 2,946 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to shader-glsl, differing in 0 lines, and is treated as a copy.

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