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 agentmods add skills/devinilabs/pro-skill/ambient-section-particlesnpx skills add devinilabs/pro-skill --skill ambient-section-particlesgit clone --depth 1 https://github.com/devinilabs/pro-skillWrote 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/devinilabs/pro-skill/ambient-section-particles)<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="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 | $0.00080 | $0.00872 |
| Opus 5 | $0.00040 | $0.00436 |
| Sonnet 5 | $0.00016 | $0.00174 |
| Haiku 4.5 | $0.00008 | $0.00087 |
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 5d 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.
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.
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
- Give the section a positioning context and clip overflow when particles should remain bounded.
- Place the particle surface behind content but above the background.
- Set the layer to
pointer-events: none; listen for pointer movement on the section. - Reserve a quiet content zone or lower density behind long text and controls.
- 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
requestAnimationFrameloop for the whole layer. - Resize with
ResizeObserver; cap canvas backing resolution atmin(devicePixelRatio, maxDpr). - For pointer disturbance, apply a small distance-based force and let particles settle back naturally. Never attach a listener per particle.
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.
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.
- 5d ago First seen · 81 lines · 80 tokens per session scan A b6fcbde40049
ambient-section-particles is a skill published in the GitHub repository devinilabs/pro-skill (20 stars, last pushed 22d ago), licensed MIT. It adds 80 tokens to every session and 872 once invoked, about $0.0004 per session on Opus 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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