pixi-custom-rendering

pixi-custom-rendering is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 166 tokens per session (2,991 once invoked), scanned A, a copy of pixijs-custom-rendering, MIT.

A PixiJS guide for writing custom GPU programs that control how objects are drawn. Shaders are small programs that calculate the position and final color of pixels.

In plain words
What is it for?
It helps create custom visual effects, filters, animated materials, and specialized mesh rendering.
Why use it?
It explains how to connect custom WebGL or WebGPU shader code, input values, textures, and geometry to PixiJS objects.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit It helps create custom visual effects, filters, animated materials, and specialized mesh rendering.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/pixi-custom-rendering
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 bullish0x/GameStudio --skill pixi-custom-rendering
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

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 pixi-custom-rendering

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-custom-rendering/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/pixi-custom-rendering)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-custom-rendering"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-custom-rendering/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 pixi-custom-rendering

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-custom-rendering"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-custom-rendering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 166 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,991 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 98% 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 $0.00166 $0.02991
Opus 5 $0.00083 $0.01496
Sonnet 5 $0.00033 $0.00598
Haiku 4.5 $0.00017 $0.00299

Measured 8d ago against content hash cf5597e48719, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

pixi-custom-rendering 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 8d 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

98% identical to pixijs-custom-rendering — 2 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.

.agents/skills/pixi-custom-rendering/SKILL.md · 348 lines

How it starts

The opening of the file, as written. The whole thing — 348 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Custom shaders bind GLSL and WGSL programs to scene objects via Shader.from({ gl, gpu, resources }). Uniforms live in typed UniformGroups, textures are passed as separate resources, and the same shader can target both WebGL and WebGPU.

Quick Start

const uniforms = new UniformGroup({
  uTime: { value: 0, type: "f32" },
});

const shader = Shader.from({
  gl: { vertex: vertexSrc, fragment: fragmentSrc },
  resources: { uniforms },
});

const geometry = new MeshGeometry({
  positions: new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]),
  uvs: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),
  indices: new Uint32Array([0, 1, 2, 0, 2, 3]),
});

const mesh = new Mesh({ geometry, shader });
app.stage.addChild(mesh);

app.ticker.add(() => {
  shader.resources.uniforms.uniforms.uTime = performance.now() / 1000;
});

Related skills: pixijs-filters (built-in filters), pixijs-scene-mesh (custom geometry), pixijs-performance (batch optimization), pixijs-migration-v8 (shader API migration from v7).

Core Patterns

Dual-renderer shader (WebGL + WebGPU)

import { Shader, GlProgram, GpuProgram, UniformGroup } from "pixi.js";

const glVertex = `...`; // GLSL vertex (write `#version 300 es` yourself if you want WebGL2/GLSL ES 3.0)
const glFragment = `...`; // GLSL fragment
const wgslSource = `...`; // WGSL combined

const shader = Shader.from({
  gl: { vertex: glVertex, fragment: glFragment },
  gpu: {
    // entryPoint names are arbitrary; they must match the @vertex / @fragment
    // function names in your WGSL source. PixiJS ships examples using
    // 'mainVert' / 'mainFrag' but `main` is equally valid.
    vertex: { entryPoint: "mainVert", source: wgslSource },
    fragment: { entryPoint: "mainFrag", source: wgslSource },
  },
  resources: {
    myUniforms: new UniformGroup({
      uColor: { value: new Float32Array([1, 0, 0, 1]), type: "vec4<f32>" },
      uMatrix: { value: new Float32Array(16), type: "mat4x4<f32>" },
    }),
  },
});

Read the full file on GitHub · 348 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. 8d ago First seen · 348 lines · 166 tokens per session scan A cf5597e48719

Subscribe to this mod's changes

pixi-custom-rendering is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 166 tokens to every session and 2,991 once invoked, about $0.0008 per session on Opus 5. A static security scan graded it A with 0 findings. It is 98% identical to pixijs-custom-rendering, differing in 2 lines, and is treated as a copy.

Related

Other skills, from other repositories