shader-sdf

shader-sdf is a skill for Claude Code, Codex from Bbeierle12/Skill-MCP-Claude. It costs 66 tokens per session (3,581 once invoked), scanned A, original, MIT.

A GLSL guide for drawing shapes from mathematical distance fields. GLSL is the language commonly used to write graphics shaders that run on the GPU.

In plain words
What is it for?
Use it to create shader-based shapes, text effects, smooth morphing, and raymarched scenes.
Why use it?
It provides reusable ways to combine, blend, repeat, and render procedural 2D and 3D shapes.

Skill for Claude CodeCodex

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

Good fit Use it to create shader-based shapes, text effects, smooth morphing, and raymarched scenes.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/shader-sdf"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/shader-sdf.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,581 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 $0.00066 $0.03581
Opus 5 $0.00033 $0.01791
Sonnet 5 $0.00013 $0.00716
Haiku 4.5 $0.00007 $0.00358

Measured 9d ago against content hash 0fcf8bd4d033, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

shader-sdf 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-sdf/SKILL.md · 470 lines

How it starts

The opening of the file, as written. The whole thing — 470 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shader SDFs

Signed Distance Functions return the distance from a point to a shape's surface. Negative = inside, positive = outside, zero = on surface.

Quick Start

// 2D circle SDF
float sdCircle(vec2 p, float r) {
  return length(p) - r;
}

// Usage
float d = sdCircle(uv - 0.5, 0.3);

// Render
vec3 color = d < 0.0 ? vec3(1.0) : vec3(0.0);           // Hard edge
vec3 color = vec3(smoothstep(0.01, 0.0, d));            // Soft edge
vec3 color = vec3(smoothstep(0.02, 0.0, abs(d)));       // Outline

2D Primitives

Circle

float sdCircle(vec2 p, float r) {
  return length(p) - r;
}

Box

float sdBox(vec2 p, vec2 b) {
  vec2 d = abs(p) - b;
  return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}

Rounded Box

float sdRoundedBox(vec2 p, vec2 b, float r) {
  vec2 d = abs(p) - b + r;
  return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - r;
}

Line Segment

float sdSegment(vec2 p, vec2 a, vec2 b) {
  vec2 pa = p - a;
  vec2 ba = b - a;
  float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
  return length(pa - ba * h);
}

Triangle

float sdTriangle(vec2 p, vec2 p0, vec2 p1, vec2 p2) {
  vec2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
  vec2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
  vec2 pq0 = v0 - e0 * clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);
  vec2 pq1 = v1 - e1 * clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);
  vec2 pq2 = v2 - e2 * clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);
  float s = sign(e0.x * e2.y - e0.y * e2.x);
  vec2 d = min(min(
    vec2(dot(pq0, pq0), s * (v0.x * e0.y - v0.y * e0.x)),
    vec2(dot(pq1, pq1), s * (v1.x * e1.y - v1.y * e1.x))),
    vec2(dot(pq2, pq2), s * (v2.x * e2.y - v2.y * e2.x)));
  return -sqrt(d.x) * sign(d.y);
}

Ring

float sdRing(vec2 p, float r, float thickness) {
  return abs(length(p) - r) - thickness;
}

Polygon (N-sided)

float sdPolygon(vec2 p, float r, int n) {
  float a = atan(p.x, p.y) + 3.141592;
  float s = 6.283185 / float(n);
  return cos(floor(0.5 + a / s) * s - a) * length(p) - r;
}

Read the full file on GitHub · 470 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. 9d ago First seen · 470 lines · 66 tokens per session scan A 0fcf8bd4d033

Subscribe to this mod's changes

shader-sdf is a skill published in the GitHub repository Bbeierle12/Skill-MCP-Claude (8 stars, last pushed yesterday), licensed MIT. It adds 66 tokens to every session and 3,581 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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