shader-noise

shader-noise is a skill for Claude Code, Codex from Bbeierle12/Skill-MCP-Claude. It costs 62 tokens per session (3,895 once invoked), scanned A, original, MIT.

A GLSL toolkit for generating smooth, procedural randomness, including Perlin, simplex, Worley, value noise, turbulence, and layered noise. GLSL is a language used to create GPU-rendered graphics.

In plain words
What is it for?
Creating procedural clouds, terrain, water, fire, organic textures, cells, cracks, and other animated patterns in shaders.
Why use it?
It provides reusable ways to make natural-looking variation instead of placing every detail by hand. Nearby points can remain visually related, which creates patterns rather than static-like noise.

Skill for Claude CodeCodex

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

Good fit Creating procedural clouds, terrain, water, fire, organic textures, cells, cracks, and other animated patterns in shaders.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bbeierle12/skill-mcp-claude/shader-noise
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-noise
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-noise

README.md
[![agentmods](https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/shader-noise/github.svg)](https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/shader-noise)
Your own site
<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/shader-noise"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/shader-noise/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-noise

Your own site · 80×15
<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/shader-noise"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/shader-noise.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,895 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 $0.00062 $0.03895
Opus 5 $0.00031 $0.01947
Sonnet 5 $0.00012 $0.00779
Haiku 4.5 $0.00006 $0.00390

Measured 9d ago against content hash c534b83b29c7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

shader-noise 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-noise/SKILL.md · 444 lines

How it starts

The opening of the file, as written. The whole thing — 444 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shader Noise

Procedural noise creates natural-looking randomness. Unlike random(), noise is coherent—nearby inputs produce nearby outputs.

Quick Start

// Simple usage
float n = snoise(uv * 5.0);              // Simplex 2D
float n = snoise(vec3(uv, uTime));       // Animated 3D
float n = fbm(uv, 4);                    // Layered detail

// Common range adjustments
float n01 = n * 0.5 + 0.5;               // [-1,1] → [0,1]
float sharp = step(0.0, n);              // Binary threshold
float smooth = smoothstep(-0.2, 0.2, n); // Soft threshold

Noise Types Comparison

Type Speed Quality Use Case
Value Fastest Blocky Quick prototypes
Perlin Fast Good General purpose
Simplex Fast Best Modern default
Worley Slower Cellular Cells, cracks, scales

Value Noise

Interpolated random values at grid points. Simple but blocky.

float random(vec2 st) {
  return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}

float valueNoise(vec2 st) {
  vec2 i = floor(st);
  vec2 f = fract(st);
  
  // Smoothstep interpolation
  vec2 u = f * f * (3.0 - 2.0 * f);
  
  // Four corners
  float a = random(i);
  float b = random(i + vec2(1.0, 0.0));
  float c = random(i + vec2(0.0, 1.0));
  float d = random(i + vec2(1.0, 1.0));
  
  // Bilinear interpolation
  return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}

Best quality-to-performance ratio. Use this as default.

2D Simplex

vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }

float snoise(vec2 v) {
  const vec4 C = vec4(0.211324865405187, 0.366025403784439,
                      -0.577350269189626, 0.024390243902439);
  vec2 i  = floor(v + dot(v, C.yy));
  vec2 x0 = v - i + dot(i, C.xx);
  vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;
  i = mod(i, 289.0);
  vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
  m = m*m;
  m = m*m;
  vec3 x = 2.0 * fract(p * C.www) - 1.0;
  vec3 h = abs(x) - 0.5;
  vec3 ox = floor(x + 0.5);
  vec3 a0 = x - ox;
  m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
  vec3 g;
  g.x = a0.x * x0.x + h.x * x0.y;
  g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  return 130.0 * dot(m, g);
}

Read the full file on GitHub · 444 lines

Files

What ships with it

3 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. 9d ago First seen · 444 lines · 62 tokens per session scan A c534b83b29c7

Subscribe to this mod's changes

shader-noise is a skill published in the GitHub repository Bbeierle12/Skill-MCP-Claude (8 stars, last pushed yesterday), licensed MIT. It adds 62 tokens to every session and 3,895 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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