glsl-shaders

glsl-shaders is a skill for Claude Code from dylanroscover/Embody. It costs 76 tokens per session (2,489 once invoked), scanned A, original, MIT.

A reference guide for writing GLSL shaders in TouchDesigner, a visual tool for creating interactive graphics. It covers shader types, connected data files, uniforms, built-in functions, multi-pass rendering, and compile errors.

In plain words
What is it for?
Use it when creating or debugging GLSL code for images, geometry, or point-based effects in TouchDesigner.
Why use it?
It reduces mistakes caused by using the wrong TouchDesigner shader setup or relying on unsupported functions. It also explains where shader code belongs and how to check errors.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when creating or debugging GLSL code for images, geometry, or point-based effects in TouchDesigner.

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Install with agentmods
npx agentmods add skills/dylanroscover/embody/glsl-shaders
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 dylanroscover/Embody --skill glsl-shaders
Clone the repo
git clone --depth 1 https://github.com/dylanroscover/Embody

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Per session 76 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,489 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 original No closer match found 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 $0.00076 $0.02489
Opus 5.5 $0.00030 $0.00996
Sonnet 5.5 $0.00015 $0.00498
Haiku 4.5 $0.00008 $0.00249

Measured 19d ago against content hash e11fe0ca61d6, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

glsl-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 19d 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.

.claude/skills/glsl-shaders/SKILL.md · 72 lines

How it starts

The opening of the file, as written. The whole thing — 72 lines — stays where its author put it; the contents beside it link to each section on GitHub.

GLSL Shaders

Three hosts: glslTOP/glslmultiTOP (pixels, or compute over an image), glslMAT (vertex + pixel over geometry), glslPOP (compute over points; the POP side lives in /pop-networks). Every function and parameter below compiled live on TD 2025.33230 (probed 2026-09-25). Anything you add beyond them: check the parameter with describe_op_type and the function with the docked info DAT before trusting it.

The docked-DAT contract

  • Creating a glslTOP/glslmultiTOP docks <name>_pixel, <name>_compute, <name>_info, with pixeldat/computedat already pointing at them. A glslMAT docks <name>_vertex, <name>_pixel, <name>_info (vdat/pdat). A glslPOP docks <name>_compute and <name>_info.
  • Name the operator at creation (glsl_<purpose>): dock names and the *dat references are snapshots taken then and do not follow a later rename.
  • Write the shader INTO the docked DAT (set_dat_content / edit_dat_content). Delete the dock you do not use (_compute for a pixel shader) so it does not ship as dead weight. One exception: several GLSL ops running identical code point at ONE shared DAT and differ by uniforms (tdxn-economy.md).
  • create_op hugs the docks under the host; an execute_python build must place them itself (/create-operator).
  • Read compile results from <name>_info: op.errors() says only "Compile failed". get_op_errors returns them as shaderErrors, and every DAT write to a shader rides back _effects.new_shader_errors. Fix those before building further.

What TD gives you (never redeclare, never paste an alternative)

  • No #version line: TD injects one, and writing your own fails with "'#version' : must occur first in shader". texture(), never texture2D() ("function not supported in this version; use texture() instead").
  • Inputs: sTD2DInputs[i], sTD3DInputs[i], sTD2DArrayInputs[i], sTDCubeInputs[i], indexed per TYPE, not per connector. TD_NUM_2D_INPUTS (and the 3D/array/cube twins) bound a loop and guard a dynamic index. uTD2DInfos[i].res and uTDOutputInfo.res are (1/w, 1/h, w, h). vUV.st is the 0-1 texture coordinate when there is no custom vertex shader. uTDPass is the multi-pass index, uTDCurrentDepth the 3D slice.
  • Lookups: sTDNoiseMap (256x256 random), sTDSineLookup.
  • Functions: TDOutputSwizzle(vec4) on EVERY color you write out (channel order is wrong without it), TDDither, TDPerlinNoise(vec2|vec3|vec4) and TDSimplexNoise(vec2|vec3|vec4) (both in -1..1, available in TOP, MAT and glslPOP shaders on this build), TDHSVToRGB, TDRGBToHSV, TDRotateOnAxis(rad, axis), TDRotateX/Y/Z(rad).
  • Compute in a glslTOP (mode=compute): declare layout(local_size_x = 8, local_size_y = 8) in;, write with TDImageStoreOutput(0, ivec3(gl_GlobalInvocationID.xy, 0), TDOutputSwizzle(color)), read the output back with TDImageLoadOutput(0, ivec3(...)).
  • glslTOP has exactly 3 input connectors. glslmultiTOP takes more and adds POP buffer reads (buffer0pop, buffer0attr, buffer0name -> TDBuffer_<Name>(idx) in the shader). Reach for glslmultiTOP whenever you need a fourth input or a POP attribute.

Read the full file on GitHub · 72 lines

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. 19d ago First seen · 72 lines · 76 tokens per session scan A e11fe0ca61d6

Subscribe to this mod's changes

glsl-shaders is a skill published in the GitHub repository dylanroscover/Embody (199 stars, last pushed yesterday), licensed MIT. It adds 76 tokens to every session and 2,489 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-09-27.

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