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.
npx skills add Bbeierle12/Skill-MCP-Claude --skill shader-effectsgit clone --depth 1 https://github.com/Bbeierle12/Skill-MCP-ClaudeWrote 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/skills/bbeierle12/skill-mcp-claude/shader-effects)<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/shader-effects"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/shader-effects/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/skills/bbeierle12/skill-mcp-claude/shader-effects"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/shader-effects.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00055 | $0.03398 |
| Opus 5.5 | $0.00022 | $0.01359 |
| Sonnet 5.5 | $0.00011 | $0.00680 |
| Haiku 4.5 | $0.00006 | $0.00340 |
Grade A, and why
shader-effects 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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 431 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shader Effects
Visual effects that add polish, style, and atmosphere to shader output.
Quick Start
// Combine multiple effects
vec3 color = baseColor;
color = applyVignette(color, uv, 0.5);
color = applyGrain(color, uv, uTime, 0.1);
color = applyChromaticAberration(color, uv, 0.005);
Glow / Bloom
Simple Glow
// Distance-based glow
float glow(float d, float radius, float intensity) {
return pow(radius / max(d, 0.001), intensity);
}
// Usage
float d = sdCircle(uv, 0.2);
vec3 color = vec3(glow(d, 0.1, 2.0)) * glowColor;
Bloom (Multi-sample)
// Sample in cross pattern for cheap bloom
vec3 bloom(sampler2D tex, vec2 uv, float radius) {
vec3 color = vec3(0.0);
float total = 0.0;
for (float x = -4.0; x <= 4.0; x += 1.0) {
for (float y = -4.0; y <= 4.0; y += 1.0) {
float weight = 1.0 / (1.0 + length(vec2(x, y)));
color += texture2D(tex, uv + vec2(x, y) * radius).rgb * weight;
total += weight;
}
}
return color / total;
}
Gaussian Blur (Separable)
// Horizontal pass
vec3 blurH(sampler2D tex, vec2 uv, float radius) {
vec3 color = vec3(0.0);
float weights[5] = float[](0.227, 0.194, 0.121, 0.054, 0.016);
color += texture2D(tex, uv).rgb * weights[0];
for (int i = 1; i < 5; i++) {
vec2 offset = vec2(float(i) * radius, 0.0);
color += texture2D(tex, uv + offset).rgb * weights[i];
color += texture2D(tex, uv - offset).rgb * weights[i];
}
return color;
}
// Vertical pass (same, swap x/y)
Chromatic Aberration
vec3 chromaticAberration(sampler2D tex, vec2 uv, float amount) {
vec2 dir = uv - 0.5;
vec2 offset = dir * amount;
vec3 color;
color.r = texture2D(tex, uv + offset).r;
color.g = texture2D(tex, uv).g;
color.b = texture2D(tex, uv - offset).b;
return color;
}
// Radial chromatic aberration (stronger at edges)
vec3 radialCA(sampler2D tex, vec2 uv, float amount) {
vec2 dir = uv - 0.5;
float dist = length(dir);
vec2 offset = dir * amount * dist;
vec3 color;
color.r = texture2D(tex, uv + offset).r;
color.g = texture2D(tex, uv).g;
color.b = texture2D(tex, uv - offset).b;
return color;
}
What ships with it
1 file 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.
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.
- 1mo ago First seen · 431 lines · 55 tokens per session scan A 44008dd57206
shader-effects is a skill published in the GitHub repository Bbeierle12/Skill-MCP-Claude (9 stars, last pushed yesterday), licensed MIT. It adds 55 tokens to every session and 3,398 once invoked, about $0.0002 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 2026-09-03.
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