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 GuitarAlchemist/ga --skill threejs-shadersgit clone --depth 1 https://github.com/GuitarAlchemist/gaWrote 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/guitaralchemist/ga/threejs-shaders)<a href="https://agentmods.dev/skills/guitaralchemist/ga/threejs-shaders"><img src="https://agentmods.dev/badge/skills/guitaralchemist/ga/threejs-shaders/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/guitaralchemist/ga/threejs-shaders"><img src="https://agentmods.dev/badge/skills/guitaralchemist/ga/threejs-shaders.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 | $0.00040 | $0.04040 |
| Opus 5.5 | $0.00016 | $0.01616 |
| Sonnet 5.5 | $0.00008 | $0.00808 |
| Haiku 4.5 | $0.00004 | $0.00404 |
Grade A, and why
threejs-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 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.
This is a copy
92% identical to threejs-shaders — 3 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 — 643 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js Shaders
Quick Start
import * as THREE from "three";
const material = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
color: { value: new THREE.Color(0xff0000) },
},
vertexShader: `
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
`,
});
// Update in animation loop
material.uniforms.time.value = clock.getElapsedTime();
ShaderMaterial vs RawShaderMaterial
ShaderMaterial
Three.js provides built-in uniforms and attributes.
const material = new THREE.ShaderMaterial({
vertexShader: `
// Built-in uniforms available:
// uniform mat4 modelMatrix;
// uniform mat4 modelViewMatrix;
// uniform mat4 projectionMatrix;
// uniform mat4 viewMatrix;
// uniform mat3 normalMatrix;
// uniform vec3 cameraPosition;
// Built-in attributes available:
// attribute vec3 position;
// attribute vec3 normal;
// attribute vec2 uv;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`,
});
RawShaderMaterial
Full control - you define everything.
const material = new THREE.RawShaderMaterial({
uniforms: {
projectionMatrix: { value: camera.projectionMatrix },
modelViewMatrix: { value: new THREE.Matrix4() },
},
vertexShader: `
precision highp float;
attribute vec3 position;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
precision highp float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`,
});
Uniforms
Uniform Types
const material = new THREE.ShaderMaterial({
uniforms: {
// Numbers
floatValue: { value: 1.5 },
intValue: { value: 1 },
// Vectors
vec2Value: { value: new THREE.Vector2(1, 2) },
vec3Value: { value: new THREE.Vector3(1, 2, 3) },
vec4Value: { value: new THREE.Vector4(1, 2, 3, 4) },
// Colors (converted to vec3)
colorValue: { value: new THREE.Color(0xff0000) },
// Matrices
mat3Value: { value: new THREE.Matrix3() },
mat4Value: { value: new THREE.Matrix4() },
// Textures
textureValue: { value: texture },
cubeTextureValue: { value: cubeTexture },
// Arrays
floatArray: { value: [1.0, 2.0, 3.0] },
vec3Array: {
value: [new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 1, 0)],
},
},
});
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.
- 1mo ago First seen · 643 lines · 40 tokens per session scan A 6702267bd3ee
threejs-shaders is a skill published in the GitHub repository GuitarAlchemist/ga (2 stars, last pushed yesterday), licensed MIT. It adds 40 tokens to every session and 4,040 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 92% identical to threejs-shaders, differing in 3 lines, and is treated as a copy.
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