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/hermeticormus/libregamedev-claude-code/shader-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill shader-patternsgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/shader-patterns)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/shader-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/shader-patterns.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 | $0.00000 | $0.01974 |
| Opus 5 | $0.00000 | $0.00987 |
| Sonnet 5 | $0.00000 | $0.00395 |
| Haiku 4.5 | $0.00000 | $0.00197 |
Grade A, and why
shader-patterns 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 4d 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 — 185 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shader Patterns
Dissolve Effect (Godot Spatial)
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back;
uniform sampler2D albedo_texture : source_color;
uniform sampler2D noise_texture;
uniform float dissolve_amount : hint_range(0.0, 1.0) = 0.0;
uniform vec4 edge_color : source_color = vec4(1.0, 0.4, 0.0, 1.0);
uniform float edge_width : hint_range(0.0, 0.2) = 0.05;
void fragment() {
vec4 albedo = texture(albedo_texture, UV);
float noise = texture(noise_texture, UV).r;
// Discard fragments below dissolve threshold
if (noise < dissolve_amount) {
discard;
}
// Glow at dissolve edge
float edge = smoothstep(dissolve_amount, dissolve_amount + edge_width, noise);
vec3 emission = mix(edge_color.rgb, vec3(0.0), edge);
ALBEDO = albedo.rgb;
EMISSION = emission;
ALPHA = albedo.a;
}
Outline Shader (Godot CanvasItem / 2D)
shader_type canvas_item;
uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float outline_width : hint_range(0.0, 10.0) = 2.0;
void fragment() {
vec2 uv = UV;
vec2 texel_size = outline_width / vec2(textureSize(TEXTURE, 0));
float alpha = texture(TEXTURE, uv).a;
// Sample 8 neighbors
float neighbor_alpha = 0.0;
neighbor_alpha += texture(TEXTURE, uv + vec2(texel_size.x, 0.0)).a;
neighbor_alpha += texture(TEXTURE, uv + vec2(-texel_size.x, 0.0)).a;
neighbor_alpha += texture(TEXTURE, uv + vec2(0.0, texel_size.y)).a;
neighbor_alpha += texture(TEXTURE, uv + vec2(0.0, -texel_size.y)).a;
neighbor_alpha += texture(TEXTURE, uv + vec2(texel_size.x, texel_size.y)).a;
neighbor_alpha += texture(TEXTURE, uv + vec2(-texel_size.x, texel_size.y)).a;
neighbor_alpha += texture(TEXTURE, uv + vec2(texel_size.x, -texel_size.y)).a;
neighbor_alpha += texture(TEXTURE, uv + vec2(-texel_size.x, -texel_size.y)).a;
// If any neighbor has alpha but this pixel doesn't: draw outline
if (alpha < 0.1 && neighbor_alpha > 0.1) {
COLOR = outline_color;
} else {
COLOR = texture(TEXTURE, uv);
}
}
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.
- 4d ago First seen · 185 lines · 0 tokens per session scan A de66a72e3dad
shader-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,974 tokens. 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 2026-08-31.
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