shader-effects

shader-effects is a skill for Claude Code, Codex from Bbeierle12/Skill-MCP-Claude. It costs 55 tokens per session (3,398 once invoked), scanned A, original, MIT.

A collection of GLSL shader techniques for adding visual effects such as glow, distortion, film grain, scanlines, glitch, and outlines. GLSL is a language used to control how graphics are drawn on the GPU.

In plain words
What is it for?
Adding post-processing to games, 3D scenes, and interactive graphics, including bloom, blur, chromatic aberration, vignette, and dissolve effects.
Why use it?
It saves you from working out common screen and lighting effects from scratch. It helps give rendered graphics a polished or stylized appearance.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Adding post-processing to games, 3D scenes, and interactive graphics, including bloom, blur, chromatic aberration, vignette, and dissolve effects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bbeierle12/skill-mcp-claude/shader-effects
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 Bbeierle12/Skill-MCP-Claude --skill shader-effects
Clone the repo
git clone --depth 1 https://github.com/Bbeierle12/Skill-MCP-Claude

Made for: Claude Code, Codex.

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-effects

README.md
[![agentmods](https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/shader-effects/github.svg)](https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/shader-effects)
Your own site
<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.

agentmods 80×15 button for shader-effects

Your own site · 80×15
<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>
Per session 55 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,398 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00055 $0.03398
Opus 5 $0.00028 $0.01699
Sonnet 5 $0.00011 $0.00680
Haiku 4.5 $0.00006 $0.00340

Measured 9d ago against content hash 44008dd57206, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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 9d 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.

skills/shader-effects/SKILL.md · 431 lines

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;
}

Read the full file on GitHub · 431 lines

Files

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.

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. 9d ago First seen · 431 lines · 55 tokens per session scan A 44008dd57206

Subscribe to this mod's changes

shader-effects is a skill published in the GitHub repository Bbeierle12/Skill-MCP-Claude (8 stars, last pushed yesterday), licensed MIT. It adds 55 tokens to every session and 3,398 once invoked, about $0.0003 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 2026-09-03.

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