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/leventilo/mobius/shader-devnpx skills add leventilo/mobius --skill shader-devgit clone --depth 1 https://github.com/leventilo/mobiusWhat 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 | $0.00039 | $0.04389 |
| Opus 5 | $0.00019 | $0.02194 |
| Sonnet 5 | $0.00008 | $0.00878 |
| Haiku 4.5 | $0.00004 | $0.00439 |
Grade A, and why
shader-dev 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 2d 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.
This is a copy
100% identical to shader-dev — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 300 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shader Craft
A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
Invocation
/shader-dev <request>
$ARGUMENTS contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").
Skill Structure
shader-dev/
├── SKILL.md # Core skill (this file)
├── techniques/ # Implementation guides (read per routing table)
│ ├── ray-marching.md # Sphere tracing with SDF
│ ├── sdf-3d.md # 3D signed distance functions
│ ├── lighting-model.md # PBR, Phong, toon shading
│ ├── procedural-noise.md # Perlin, Simplex, FBM
│ └── ... # 34 more technique files
└── reference/ # Detailed guides (read as needed)
├── ray-marching.md # Math derivations & advanced patterns
├── sdf-3d.md # Extended SDF theory
├── lighting-model.md # Lighting math deep-dive
├── procedural-noise.md # Noise function theory
└── ... # 34 more reference files
How to Use
- Read the Technique Routing Table below to identify which technique(s) match the user's request
- Read the relevant file(s) from
techniques/— each file contains core principles, implementation steps, and complete code templates - If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to
reference/ - Apply the WebGL2 Adaptation Rules below when generating standalone HTML pages
Technique Routing Table
| User wants to create... | Primary technique | Combine with |
|---|---|---|
| 3D objects / scenes from math | ray-marching + sdf-3d | lighting-model, shadow-techniques |
| Complex 3D shapes (booleans, blends) | csg-boolean-operations | sdf-3d, ray-marching |
| Infinite repeating patterns in 3D | domain-repetition | sdf-3d, ray-marching |
| Organic / warped shapes | domain-warping | procedural-noise |
| Fluid / smoke / ink effects | fluid-simulation | multipass-buffer |
| Particle effects (fire, sparks, snow) | particle-system | procedural-noise, color-palette |
| Physically-based simulations | simulation-physics | multipass-buffer |
| Game of Life / reaction-diffusion | cellular-automata | multipass-buffer, color-palette |
| Ocean / water surface | water-ocean | atmospheric-scattering, lighting-model |
| Terrain / landscape | terrain-rendering | atmospheric-scattering, procedural-noise |
| Clouds / fog / volumetric fire | volumetric-rendering | procedural-noise, atmospheric-scattering |
| Sky / sunset / atmosphere | atmospheric-scattering | volumetric-rendering |
| Realistic lighting (PBR, Phong) | lighting-model | shadow-techniques, ambient-occlusion |
| Shadows (soft / hard) | shadow-techniques | lighting-model |
| Ambient occlusion | ambient-occlusion | lighting-model, normal-estimation |
| Path tracing / global illumination | path-tracing-gi | analytic-ray-tracing, multipass-buffer |
| Precise ray-geometry intersections | analytic-ray-tracing | lighting-model |
| Voxel worlds (Minecraft-style) | voxel-rendering | lighting-model, shadow-techniques |
| Noise / FBM textures | procedural-noise | domain-warping |
| Tiled 2D patterns | procedural-2d-pattern | polar-uv-manipulation |
| Voronoi / cell patterns | voronoi-cellular-noise | color-palette |
| Fractals (Mandelbrot, Julia, 3D) | fractal-rendering | color-palette, polar-uv-manipulation |
| Color grading / palettes | color-palette | — |
| Bloom / tone mapping / glitch | post-processing | multipass-buffer |
| Multi-pass ping-pong buffers | multipass-buffer | — |
| Texture / sampling techniques | texture-sampling | — |
| Camera / matrix transforms | matrix-transform | — |
| Surface normals | normal-estimation | — |
| Polar coords / kaleidoscope | polar-uv-manipulation | procedural-2d-pattern |
| 2D shapes / UI from SDF | sdf-2d | color-palette |
| Procedural audio / music | sound-synthesis | — |
| SDF tricks / optimization | sdf-tricks | sdf-3d, ray-marching |
| Anti-aliased rendering | anti-aliasing | sdf-2d, post-processing |
| Depth of field / motion blur / lens effects | camera-effects | post-processing, multipass-buffer |
| Advanced texture mapping / no-tile textures | texture-mapping-advanced | terrain-rendering, texture-sampling |
| WebGL2 shader errors / debugging | webgl-pitfalls | — |
What ships with it
60 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- LICENSE 2.6 KB
- reference/ambient-occlusion.md 14 KB
- reference/analytic-ray-tracing.md 24 KB
- reference/anti-aliasing.md 2.9 KB
- reference/atmospheric-scattering.md 28 KB
- reference/camera-effects.md 3.0 KB
- reference/cellular-automata.md 27 KB
- reference/color-palette.md 20 KB
- reference/csg-boolean-operations.md 18 KB
- reference/domain-repetition.md 18 KB
- reference/domain-warping.md 17 KB
- reference/fluid-simulation.md 19 KB
- reference/fractal-rendering.md 18 KB
- reference/lighting-model.md 29 KB
- reference/matrix-transform.md 18 KB
- reference/multipass-buffer.md 25 KB
- reference/normal-estimation.md 17 KB
- reference/particle-system.md 28 KB
- reference/path-tracing-gi.md 28 KB
- reference/polar-uv-manipulation.md 23 KB
- reference/post-processing.md 24 KB
- reference/procedural-2d-pattern.md 16 KB
- reference/procedural-noise.md 22 KB
- reference/ray-marching.md 15 KB
- reference/sdf-2d.md 28 KB
- reference/sdf-3d.md 27 KB
- reference/sdf-tricks.md 2.6 KB
- reference/shadow-techniques.md 21 KB
- reference/simulation-physics.md 28 KB
- reference/sound-synthesis.md 24 KB
- reference/terrain-rendering.md 32 KB
- reference/texture-mapping-advanced.md 3.3 KB
- reference/texture-sampling.md 26 KB
- reference/volumetric-rendering.md 28 KB
- reference/voronoi-cellular-noise.md 18 KB
- reference/voxel-rendering.md 29 KB
- reference/water-ocean.md 20 KB
- reference/webgl-pitfalls.md 1.9 KB
- techniques/ambient-occlusion.md 11 KB
- techniques/analytic-ray-tracing.md 19 KB
- techniques/anti-aliasing.md 4.5 KB
- techniques/atmospheric-scattering.md 18 KB
- techniques/camera-effects.md 3.4 KB
- techniques/cellular-automata.md 19 KB
- techniques/color-palette.md 13 KB
- techniques/csg-boolean-operations.md 15 KB
- techniques/domain-repetition.md 9.7 KB
- techniques/domain-warping.md 13 KB
- techniques/fluid-simulation.md 46 KB
- techniques/fractal-rendering.md 13 KB
- techniques/lighting-model.md 17 KB
- techniques/matrix-transform.md 12 KB
- techniques/multipass-buffer.md 34 KB
- techniques/normal-estimation.md 9.1 KB
- techniques/particle-system.md 45 KB
- techniques/path-tracing-gi.md 22 KB
- techniques/polar-uv-manipulation.md 13 KB
- techniques/post-processing.md 30 KB
- techniques/procedural-2d-pattern.md 11 KB
- techniques/procedural-noise.md 17 KB
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.
- 2d ago First seen · 300 lines · 39 tokens per session scan A 7d3cc9d69da2
shader-dev is a skill published in the GitHub repository leventilo/mobius (9 stars, last pushed 4mo ago), licensed MIT. It adds 39 tokens to every session and 4,389 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to shader-dev, differing in 0 lines, and is treated as a copy.
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