Third-Person-MC: Skill for Claude Code

.agent/skills/vtj-shader-development/SKILL.md

vtj-shader-development is a skill for Claude Code, Codex from hexianWeb/Third-Person-MC. It costs 35 tokens per session (2,584 once invoked), scanned A, original, MIT.

A guide for creating custom GLSL vertex and fragment shaders in a Vite-powered Three.js project. GLSL is the language used by the graphics card to calculate how 3D objects and pixels are drawn.

In plain words
What is it for?
Use it to create or modify shaders, add post-processing effects, manage shader values called uniforms, and add Tweakpane controls for debugging.
Why use it?
It gives shader files a consistent location and requires adjustable shader values, making custom effects easier to organize and inspect.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

This is hexianWeb/Third-Person-MC's own configuration. It tells Claude Code and Codex how to work on Third-Person-MC itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything Third-Person-MC configures →

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is import speedLinesFragment from '../shaders/speedlines/fragment.glsl'.

Reuse

Borrowing it

Nothing to install: this file belongs to hexianWeb/Third-Person-MC. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/hexianWeb/Third-Person-MC/main/.agent/skills/vtj-shader-development/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/hexianWeb/Third-Person-MC

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.

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README.md
[![agentmods](https://agentmods.dev/badge/skills/hexianweb/third-person-mc/vtj-shader-development.svg)](https://agentmods.dev/skills/hexianweb/third-person-mc/vtj-shader-development)
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<a href="https://agentmods.dev/skills/hexianweb/third-person-mc/vtj-shader-development"><img src="https://agentmods.dev/badge/skills/hexianweb/third-person-mc/vtj-shader-development.svg" alt="Measured on agentmods" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,584 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00035 $0.02584
Opus 5 $0.00017 $0.01292
Sonnet 5 $0.00007 $0.00517
Haiku 4.5 $0.00003 $0.00258

Measured 8d ago against content hash deca25e05405, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

vtj-shader-development 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 8d 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.

.agent/skills/vtj-shader-development/SKILL.md · 375 lines

How it starts

The opening of the file, as written. The whole thing — 375 lines — stays where its author put it; the contents beside it link to each section on GitHub.

vite-threejs Shader Development

Overview

本项目使用 vite-plugin-glsl 支持 GLSL 文件导入,着色器存放在 src/shaders/ 目录。

核心原则:所有着色器必须存放在 shaders 目录,所有 uniform 必须有调试面板。

When to Use

  • 创建自定义着色器效果
  • 修改现有着色器
  • 添加后处理效果
  • 需要理解着色器导入和 uniform 管理

目录结构

src/shaders/
├── includes/              # 共享工具函数
│   ├── ambientLight.glsl
│   ├── directionalLight.glsl
│   └── pointLight.glsl
├── sky/                   # 天空盒
│   ├── vertex.glsl
│   └── fragment.glsl
├── speedlines/            # 后处理:速度线
│   ├── vertex.glsl
│   └── fragment.glsl
├── blocks/                # 方块着色器
│   ├── ao.vert.glsl       # 环境光遮蔽
│   ├── ao.frag.glsl
│   ├── mining.vert.glsl   # 挖掘效果
│   ├── mining.frag.glsl
│   └── wind.vert.glsl     # 植物风动
├── glass/                 # 玻璃折射
├── halftone/              # 半调渲染
└── grid/                  # 调试网格

导入着色器

vite.config.js 配置

import glsl from 'vite-plugin-glsl'

export default {
  plugins: [
    glsl(),  // 启用 .glsl 文件导入
  ],
}

导入方式

// 使用路径别名(推荐)
import skyFragment from '@/shaders/sky/fragment.glsl'
import skyVertex from '@/shaders/sky/vertex.glsl'

// 或相对路径
import speedLinesFragment from '../shaders/speedlines/fragment.glsl'

ShaderMaterial 模式

基础 ShaderMaterial

import fragmentShader from '@/shaders/effect/fragment.glsl'
import vertexShader from '@/shaders/effect/vertex.glsl'

export default class EffectMesh {
  constructor() {
    this.experience = new Experience()
    this.scene = this.experience.scene
    this.debug = this.experience.debug
    
    // Shader 配置参数
    this.config = {
      color: { r: 255, g: 255, b: 255 },
      intensity: 1.0,
      speed: 1.0,
    }
    
    this._createMaterial()
    this._createMesh()
    
    if (this.debug.active) {
      this.debugInit()
    }
  }
  
  _createMaterial() {
    this.material = new THREE.ShaderMaterial({
      uniforms: {
        uTime: { value: 0 },
        uColor: { value: new THREE.Color(1, 1, 1) },
        uIntensity: { value: 1.0 },
        uTexture: { value: null },
      },
      vertexShader,
      fragmentShader,
      transparent: true,
      side: THREE.DoubleSide,
    })
  }
  
  update() {
    const elapsed = this.experience.time.elapsed
    this.material.uniforms.uTime.value = elapsed * 0.001
  }
  
  // 必须实现调试面板!
  debugInit() {
    this.debugFolder = this.debug.ui.addFolder({
      title: 'Effect Shader',
      expanded: false,
    })
    
    // 颜色 uniform 使用 view: 'color'
    this.debugFolder.addBinding(this.config, 'color', {
      label: 'Color',
      view: 'color',
    }).on('change', (ev) => {
      this.material.uniforms.uColor.value.setRGB(
        ev.value.r / 255,
        ev.value.g / 255,
        ev.value.b / 255
      )
    })
    
    // 数值 uniform 使用 addBinding
    this.debugFolder.addBinding(this.config, 'intensity', {
      label: 'Intensity',
      min: 0, max: 2, step: 0.01,
    }).on('change', (ev) => {
      this.material.uniforms.uIntensity.value = ev.value
    })
  }
  
  destroy() {
    this.material.dispose()
    // ...
  }
}

Read the full file on GitHub · 375 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. 8d ago First seen · 375 lines · 35 tokens per session scan A deca25e05405

Subscribe to this mod's changes

vtj-shader-development is a skill published in the GitHub repository hexianWeb/Third-Person-MC (191 stars, last pushed 1mo ago), licensed MIT. It adds 35 tokens to every session and 2,584 once invoked, about $0.0002 per session on Opus 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 2026-08-30.

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