shader-patterns

shader-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (1,974 once invoked), scanned A, original, MIT.

Godot shader patterns for visual effects such as dissolving, outlines, holograms, Fresnel effects, and scrolling water. A shader is a small program that controls how objects are drawn.

In plain words
What is it for?
Use them for disappearing objects, highlighted 2D sprites, holographic surfaces, edge-based lighting, and moving water materials.
Why use it?
They provide ready examples for creating common animated or stylized visuals without designing each effect from scratch.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/shader-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill shader-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, 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 shader-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/shader-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/shader-patterns)
Your own site
<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>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,974 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.01974
Opus 5 $0.00000 $0.00987
Sonnet 5 $0.00000 $0.00395
Haiku 4.5 $0.00000 $0.00197

Measured 4d ago against content hash de66a72e3dad, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

plugins/shader-programming/skills/shader-patterns/SKILL.md · 185 lines

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);
    }
}

Read the full file on GitHub · 185 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. 4d ago First seen · 185 lines · 0 tokens per session scan A de66a72e3dad

Subscribe to this mod's changes

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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