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.
curl -O https://raw.githubusercontent.com/hexianWeb/Third-Person-MC/main/.agent/skills/vtj-shader-development/SKILL.mdgit clone --depth 1 https://github.com/hexianWeb/Third-Person-MCWrote 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/hexianweb/third-person-mc/vtj-shader-development)<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>- NVIDIA SkillSpector pass
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 | $0.00035 | $0.02584 |
| Opus 5 | $0.00017 | $0.01292 |
| Sonnet 5 | $0.00007 | $0.00517 |
| Haiku 4.5 | $0.00003 | $0.00258 |
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.
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()
// ...
}
}
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.
- 8d ago First seen · 375 lines · 35 tokens per session scan A deca25e05405
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.
Other skills, from other repositories
super-claudio-brothers
Generate a unique themed Super Claudio Brothers platformer. Creates a custom level, colour palette, enemy look, and Claudio costume. Every run produces a different game.
audio-and-sound
Use this skill when adding audio or sound to a Phaser 4 game. Covers loading audio, playing sounds, music, volume, spatial audio, Web Audio API, and SoundManager. Triggers on: sound, audio, music, volume, mute.
events-system
Use this skill when working with the Phaser 4 event system. Covers EventEmitter, scene events, game events, custom events, and event-driven communication. Triggers on: events, on, emit, EventEmitter, scene events, listeners.
filters-and-postfx
Use this skill when applying visual filters or post-processing effects in Phaser 4. Covers bloom, blur, glow, color matrix, barrel distortion, displacement, custom shaders, and the filter pipeline. Triggers on: filter, post-processing, shader, bloom, blur, glow, color effects.
game-object-components
Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component behaviors. Triggers on: component, mixin, transform, mask, bounds, lighting.
game-setup-and-config
Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config sub-objects. Triggers on: new Phaser.Game, GameConfig, game setup, renderer, pixel art, FPS.