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 ComeOnOliver/skillshub --skill axiom-metal-migration-diaggit clone --depth 1 https://github.com/ComeOnOliver/skillshubWrote 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/comeonoliver/skillshub/axiom-metal-migration-diag)<a href="https://agentmods.dev/skills/comeonoliver/skillshub/axiom-metal-migration-diag"><img src="https://agentmods.dev/badge/skills/comeonoliver/skillshub/axiom-metal-migration-diag/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/comeonoliver/skillshub/axiom-metal-migration-diag"><img src="https://agentmods.dev/badge/skills/comeonoliver/skillshub/axiom-metal-migration-diag.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00035 | $0.03699 |
| Opus 5 | $0.00017 | $0.01850 |
| Sonnet 5 | $0.00007 | $0.00740 |
| Haiku 4.5 | $0.00003 | $0.00370 |
Grade A, and why
axiom-metal-migration-diag 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.
How it starts
The opening of the file, as written. The whole thing — 475 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Metal Migration Diagnostics
Systematic diagnosis for common Metal porting issues.
When to Use This Diagnostic Skill
Use this skill when:
- Screen is black after porting to Metal
- Shaders fail to compile in Metal
- Colors or coordinates are wrong
- Performance is worse than the original
- Rendering artifacts appear
- App crashes during GPU work
Mandatory First Step: Enable Metal Validation
Time cost: 30 seconds setup vs hours of blind debugging
Before ANY debugging, enable Metal validation:
Xcode → Edit Scheme → Run → Diagnostics
✓ Metal API Validation
✓ Metal Shader Validation
✓ GPU Frame Capture (Metal)
Most Metal bugs produce clear validation errors. If you're debugging without validation enabled, stop and enable it first.
Symptom 1: Black Screen
Decision Tree
Black screen after porting
│
├─ Are there Metal validation errors in console?
│ └─ YES → Fix validation errors first (see below)
│
├─ Is the render pass descriptor valid?
│ ├─ Check: view.currentRenderPassDescriptor != nil
│ ├─ Check: drawable = view.currentDrawable != nil
│ └─ FIX: Ensure MTKView.device is set, view is on screen
│
├─ Is the pipeline state created?
│ ├─ Check: makeRenderPipelineState doesn't throw
│ └─ FIX: Check shader function names match library
│
├─ Are draw calls being issued?
│ ├─ Add: encoder.label = "Main Pass" for frame capture
│ └─ DEBUG: GPU Frame Capture → verify draw calls appear
│
├─ Are resources bound?
│ ├─ Check: setVertexBuffer, setFragmentTexture called
│ └─ FIX: Metal requires explicit binding every frame
│
├─ Is the vertex data correct?
│ ├─ DEBUG: GPU Frame Capture → inspect vertex buffer
│ └─ FIX: Check buffer offsets, vertex count
│
├─ Are coordinates in Metal's range?
│ ├─ Metal NDC: X [-1,1], Y [-1,1], Z [0,1]
│ ├─ OpenGL NDC: X [-1,1], Y [-1,1], Z [-1,1]
│ └─ FIX: Adjust projection matrix or vertex shader
│
└─ Is clear color set?
├─ Default clear color is (0,0,0,0) — transparent black
└─ FIX: Set view.clearColor or renderPassDescriptor.colorAttachments[0].clearColor
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.
- 9d ago First seen · 475 lines · 35 tokens per session scan A 8b19209a7057
axiom-metal-migration-diag is a skill published in the GitHub repository ComeOnOliver/skillshub (63 stars, last pushed 2mo ago), licensed MIT. It adds 35 tokens to every session and 3,699 once invoked, about $0.0002 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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