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 chemany/Mente --skill p5jsgit clone --depth 1 https://github.com/chemany/MenteWrote 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/chemany/mente/p5js)<a href="https://agentmods.dev/skills/chemany/mente/p5js"><img src="https://agentmods.dev/badge/skills/chemany/mente/p5js.svg" alt="Measured on agentmods" height="20"></a>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 | $0.00020 | $0.06864 |
| Opus 5 | $0.00010 | $0.03432 |
| Sonnet 5 | $0.00004 | $0.01373 |
| Haiku 4.5 | $0.00002 | $0.00686 |
Grade A, and why
p5js scanned grade A with 1 finding 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 3d 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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
| **Noise vocabulary** | Perlin noise, simplex, fractal (octaved), domain warping, curl noise | `references/visual-effects.md` § Noise | This is a copy
98% identical to p5js — 7 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.
How it starts
The opening of the file, as written. The whole thing — 556 lines — stays where its author put it; the contents beside it link to each section on GitHub.
p5.js Production Pipeline
When to use
Use when users request: p5.js sketches, creative coding, generative art, interactive visualizations, canvas animations, browser-based visual art, data viz, shader effects, or any p5.js project.
What's inside
Production pipeline for interactive and generative visual art using p5.js. Creates browser-based sketches, generative art, data visualizations, interactive experiences, 3D scenes, audio-reactive visuals, and motion graphics — exported as HTML, PNG, GIF, MP4, or SVG. Covers: 2D/3D rendering, noise and particle systems, flow fields, shaders (GLSL), pixel manipulation, kinetic typography, WebGL scenes, audio analysis, mouse/keyboard interaction, and headless high-res export.
Creative Standard
This is visual art rendered in the browser. The canvas is the medium; the algorithm is the brush.
Before writing a single line of code, articulate the creative concept. What does this piece communicate? What makes the viewer stop scrolling? What separates this from a code tutorial example? The user's prompt is a starting point — interpret it with creative ambition.
First-render excellence is non-negotiable. The output must be visually striking on first load. If it looks like a p5.js tutorial exercise, a default configuration, or "AI-generated creative coding," it is wrong. Rethink before shipping.
Go beyond the reference vocabulary. The noise functions, particle systems, color palettes, and shader effects in the references are a starting vocabulary. For every project, combine, layer, and invent. The catalog is a palette of paints — you write the painting.
Be proactively creative. If the user asks for "a particle system," deliver a particle system with emergent flocking behavior, trailing ghost echoes, palette-shifted depth fog, and a background noise field that breathes. Include at least one visual detail the user didn't ask for but will appreciate.
Dense, layered, considered. Every frame should reward viewing. Never flat white backgrounds. Always compositional hierarchy. Always intentional color. Always micro-detail that only appears on close inspection.
What ships with it
16 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.
- README.md 3.2 KB
- references/animation.md 10 KB
- references/color-systems.md 8.4 KB
- references/core-api.md 9.6 KB
- references/export-pipeline.md 15 KB
- references/interaction.md 8.1 KB
- references/shapes-and-geometry.md 7.0 KB
- references/troubleshooting.md 13 KB
- references/typography.md 6.6 KB
- references/visual-effects.md 23 KB
- references/webgl-and-3d.md 8.7 KB
- scripts/export-frames.js 5.3 KB runs code
- scripts/render.sh 2.8 KB runs code
- scripts/serve.sh 833 B runs code
- scripts/setup.sh 2.4 KB runs code
- templates/viewer.html 11 KB
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.
- 3d ago First seen · 556 lines · 20 tokens per session scan A 201fcdbf0fd1
p5js is a skill published in the GitHub repository chemany/Mente (11 stars, last pushed 3mo ago), licensed MIT. It adds 20 tokens to every session and 6,864 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 1 finding (makes network calls). It is 98% identical to p5js, differing in 7 lines, and is treated as a copy.
Other skills, from other repositories
p5js
Use when users request: p5.js sketches, creative coding, generative art, interactive visualizations, canvas animations, browser-based visual art, data viz, shader effects, or any p5.js project.
webgl-particle-galaxy
A real-time particle galaxy — tens of thousands of additive-blended GPU points spiraling around a bright core, their orbits solved entirely in the vertex shader (from glVertexID), so the whole cloud draws in one call. Rendered as a single self-contained index.html. Use when the brief asks for a "particle field"…
webgl-liquid-metal
A real-time liquid-metal shader — a domain-warped noise field shaded as molten chrome, with a sweeping specular highlight over an iridescent thin-film (cosine-palette) sheen. No textures. Rendered as a single self-contained index.html. Use when the brief asks for "liquid metal", "molten chrome", "iridescent"…
webgl-aurora-veil
A self-contained WebGL2 hero: layered aurora light curtains warped over a night sky scattered with stars; move the cursor to sway the veil.
webgl-horizontal-parallax
A horizontal-scroll WebGL gallery (Three.js): frames glide sideways with lerp smoothing and each image parallaxes its texture (UV shift) by its position in the viewport.
remotion-to-hyperframes
Port an existing Remotion (React) composition's source to HyperFrames HTML. Use ONLY on an explicit ask to port/convert/migrate/translate a Remotion source — one-way, Remotion-only. A passing Remotion mention, reference-only code, or "make something like my Remotion video" is a fresh build (/general-video). Unclear →…