ambient-section-particles

ambient-section-particles is a skill for Codex from devinilabs/pro-skill. It costs 80 tokens per session (872 once invoked), scanned A, a copy of ambient-section-particles, MIT.

A contained visual effect that adds moving particles—such as leaves, snow, sparks, dots, or icons—to one website section. It includes settings for movement, appearance, interaction, device limits, and reduced motion.

In plain words
What is it for?
Use it to add bounded particle effects to web sections, choose how particles move and recycle, respond to pointer movement, pause when hidden, and provide a still fallback.
Why use it?
It provides a controlled decorative atmosphere without turning the whole page into an animation. It also helps limit unnecessary work when the effect is not visible or a device is less capable.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to add bounded particle effects to web sections, choose how particles move and recycle, respond to pointer movement, pause when hidden, and provide a still fallback.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/devinilabs/pro-skill/ambient-section-particles
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 devinilabs/pro-skill --skill ambient-section-particles
Clone the repo
git clone --depth 1 https://github.com/devinilabs/pro-skill

Made for: 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 ambient-section-particles

README.md
[![agentmods](https://agentmods.dev/badge/skills/devinilabs/pro-skill/ambient-section-particles/github.svg)](https://agentmods.dev/skills/devinilabs/pro-skill/ambient-section-particles)
Your own site
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/ambient-section-particles"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/ambient-section-particles/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 ambient-section-particles

Your own site · 80×15
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/ambient-section-particles"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/ambient-section-particles.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 872 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 100% 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 $0.00080 $0.00872
Opus 5.5 $0.00032 $0.00349
Sonnet 5.5 $0.00016 $0.00174
Haiku 4.5 $0.00008 $0.00087

Measured 1mo ago against content hash b6fcbde40049, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ambient-section-particles 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 1mo 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

100% identical to ambient-section-particles — 0 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.

agent-skills/web-design/ambient-section-particles/SKILL.md · 81 lines

How it starts

The opening of the file, as written. The whole thing — 81 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Ambient Section Particles

Build particles as a bounded atmosphere layer, not as a page-wide screensaver. Keep the content primary and stop work when the effect cannot be seen.

Choose the renderer

  • Use canvas for roughly 40 or more small particles, frequent motion, pointer forces, or simple procedural shapes.
  • Use DOM or inline SVG for a small count of branded fragments that need individual styling or semantic labels.
  • Use WebGL only for thousands of particles, depth, shaders, or real 3D behavior. Cap device pixel ratio and provide a static fallback.

Start with the least expensive renderer that preserves the desired shape language.

Define one configuration

const particles = {
  count: 54,
  gravity: 7,
  wind: -3,
  sway: 16,
  speed: [8, 18],
  size: [4, 12],
  opacity: [0.18, 0.62],
  rotation: [-0.8, 0.8],
  mode: "recycle",
  pointerRadius: 110,
  maxDpr: 2
};

Scale density by container area, then clamp it for mobile and low-power devices. Do not derive count from viewport width alone.

Layer the section

  1. Give the section a positioning context and clip overflow when particles should remain bounded.
  2. Place the particle surface behind content but above the background.
  3. Set the layer to pointer-events: none; listen for pointer movement on the section.
  4. Reserve a quiet content zone or lower density behind long text and controls.
  5. Keep controls and links in normal DOM stacking with visible focus.

Run the simulation

  • Seed particles inside or just above the container bounds.
  • Update gravity, wind, phase-based sway, rotation, opacity, and position from elapsed time.
  • Clamp large time deltas after background tabs or stalled frames.
  • Use one requestAnimationFrame loop for the whole layer.
  • Resize with ResizeObserver; cap canvas backing resolution at min(devicePixelRatio, maxDpr).
  • For pointer disturbance, apply a small distance-based force and let particles settle back naturally. Never attach a listener per particle.

Read the full file on GitHub · 81 lines

Files

What ships with it

5 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. 1mo ago First seen · 81 lines · 80 tokens per session scan A b6fcbde40049

Subscribe to this mod's changes

ambient-section-particles is a skill published in the GitHub repository devinilabs/pro-skill (28 stars, last pushed 2mo ago), licensed MIT. It adds 80 tokens to every session and 872 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to ambient-section-particles, differing in 0 lines, and is treated as a copy.

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