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 kyu-n/gdx-claude-skills --skill libgdx-shadersgit clone --depth 1 https://github.com/kyu-n/gdx-claude-skillsWrote 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/kyu-n/gdx-claude-skills/libgdx-shaders)<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-shaders"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-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/kyu-n/gdx-claude-skills/libgdx-shaders"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-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 | $0.00063 | $0.02981 |
| Opus 5 | $0.00032 | $0.01491 |
| Sonnet 5 | $0.00013 | $0.00596 |
| Haiku 4.5 | $0.00006 | $0.00298 |
Grade A, and why
libgdx-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 12d 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 — 238 lines — stays where its author put it; the contents beside it link to each section on GitHub.
libGDX ShaderProgram & GLSL
Quick reference for ShaderProgram, GLSL authoring, SpriteBatch/Mesh integration, and cross-platform shader compatibility. Covers GL ES 2.0 and GL ES 3.0 targeting.
ShaderProgram Basics
// Construction — from source strings or FileHandles
ShaderProgram shader = new ShaderProgram(vertexSrc, fragmentSrc);
ShaderProgram shader = new ShaderProgram(Gdx.files.internal("vert.glsl"),
Gdx.files.internal("frag.glsl"));
// ALWAYS check compilation
if (!shader.isCompiled()) {
Gdx.app.error("Shader", shader.getLog());
// handle failure — do not proceed
}
// Bind before setting uniforms (standalone usage)
shader.bind();
shader.setUniformf("u_time", elapsed);
// Disposal
shader.dispose();
ShaderProgram is a managed resource — auto-recompiles on Android GL context loss. Source strings are retained internally.
DO NOT use begin()/end() — they are deprecated. begin() just calls bind(). end() is a no-op. Use bind() directly.
Configuration (Static Fields)
// Strict uniform checking (default: true)
// true → IllegalArgumentException if uniform name not found in shader
// false → silently ignores missing uniforms (GL no-op on location -1)
ShaderProgram.pedantic = false;
// Prepended to ALL shader source before compilation (default: "")
// Affects every ShaderProgram created after being set, including internal ones
ShaderProgram.prependVertexCode = "#version 150\n";
ShaderProgram.prependFragmentCode = "#version 150\n";
prependVertexCode/prependFragmentCode are useful for injecting #version directives globally (e.g., fixing macOS GL 3.2 core profile). Caution: they affect libGDX's internal shaders (SpriteBatch, ShapeRenderer) too.
Standard Attribute Names
| Constant | Value | Components |
|---|---|---|
ShaderProgram.POSITION_ATTRIBUTE |
"a_position" |
3 (xyz) |
ShaderProgram.COLOR_ATTRIBUTE |
"a_color" |
4 (rgba) |
ShaderProgram.TEXCOORD_ATTRIBUTE |
"a_texCoord" |
2 (uv) — unit appended: a_texCoord0 |
ShaderProgram.NORMAL_ATTRIBUTE |
"a_normal" |
3 (xyz) |
ShaderProgram.TANGENT_ATTRIBUTE |
"a_tangent" |
3 |
ShaderProgram.BINORMAL_ATTRIBUTE |
"a_binormal" |
3 |
ShaderProgram.BONEWEIGHT_ATTRIBUTE |
"a_boneWeight" |
2 — unit appended: a_boneWeight0 |
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.
- 12d ago First seen · 238 lines · 63 tokens per session scan A 3597bf6f4a25
libgdx-shaders is a skill published in the GitHub repository kyu-n/gdx-claude-skills (4 stars, last pushed 7mo ago), licensed MIT. It adds 63 tokens to every session and 2,981 once invoked, about $0.0003 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 2026-08-31.
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