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 CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shadersgit clone --depth 1 https://github.com/CesiumGS/cesiumjs-skillsWrote 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/cesiumgs/cesiumjs-skills/cesiumjs-materials-shaders)<a href="https://agentmods.dev/skills/cesiumgs/cesiumjs-skills/cesiumjs-materials-shaders"><img src="https://agentmods.dev/badge/skills/cesiumgs/cesiumjs-skills/cesiumjs-materials-shaders/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/cesiumgs/cesiumjs-skills/cesiumjs-materials-shaders"><img src="https://agentmods.dev/badge/skills/cesiumgs/cesiumjs-skills/cesiumjs-materials-shaders.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 | $0.00083 | $0.03165 |
| Opus 5 | $0.00042 | $0.01582 |
| Sonnet 5 | $0.00017 | $0.00633 |
| Haiku 4.5 | $0.00008 | $0.00316 |
Grade A, and why
cesiumjs-materials-shaders 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 11d 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 — 293 lines — stays where its author put it; the contents beside it link to each section on GitHub.
CesiumJS Materials, Shaders & Post-Processing
Version baseline: CesiumJS 1.143 (July 2026). All imports use ES module style.
Material System (Fabric JSON)
Material defines surface appearance for Primitives through a JSON schema called Fabric. Materials compile to GLSL and are consumed by MaterialAppearance or PolylineMaterialAppearance.
Built-in Material Types
Surface: Color (color), Image (image, repeat), DiffuseMap, AlphaMap, SpecularMap, EmissionMap (image, channel(s), repeat), BumpMap, NormalMap (image, channel(s), strength, repeat).
Patterns: Grid (color, cellAlpha, lineCount, lineThickness), Stripe (evenColor, oddColor, repeat), Checkerboard (lightColor, darkColor, repeat), Dot (lightColor, darkColor, repeat).
Effects: Water (baseWaterColor, normalMap, frequency, animationSpeed), RimLighting (color, rimColor, width), Fade (fadeInColor, fadeOutColor, maximumDistance).
Terrain: ElevationContour (color, spacing, width), ElevationRamp (image, minimumHeight, maximumHeight).
Polyline: PolylineArrow (color), PolylineDash (color, gapColor, dashLength, dashPattern), PolylineGlow (color, glowPower, taperPower), PolylineOutline (color, outlineColor, outlineWidth).
Creating Materials
import { Material, Color, Cartesian2 } from "cesium";
// Shorthand with fromType (preferred for built-in types)
const colorMat = Material.fromType("Color", { color: new Color(1.0, 0.0, 0.0, 0.5) });
// Full Fabric notation
const gridMat = new Material({
fabric: {
type: "Grid",
uniforms: { color: Color.GREEN, cellAlpha: 0.1, lineCount: new Cartesian2(8, 8) },
},
});
// Async loading -- awaits textures before first frame, no flicker
const imageMat = await Material.fromTypeAsync("Image", { image: "./textures/facade.png" });
Custom Fabric with GLSL Source
Use source for inline GLSL. Uniforms declared in uniforms are available by name in the shader.
import { Material, Color } from "cesium";
const pulseMaterial = new Material({
fabric: {
uniforms: { color: Color.CYAN, speed: 2.0 },
source: `czm_material czm_getMaterial(czm_materialInput materialInput) {
czm_material material = czm_getDefaultMaterial(materialInput);
float pulse = sin(czm_frameNumber * speed * 0.01) * 0.5 + 0.5;
material.diffuse = color.rgb;
material.alpha = color.a * pulse;
return material;
}`,
},
translucent: true,
});
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.
- 11d ago First seen · 293 lines · 83 tokens per session scan A 2f9e2f7872bc
cesiumjs-materials-shaders is a skill published in the GitHub repository CesiumGS/cesiumjs-skills (173 stars, last pushed 14d ago), licensed Apache-2.0. It adds 83 tokens to every session and 3,165 once invoked, about $0.0004 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 2026-08-30.
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