dotfiles: Skill for Claude Code

.agents/skills/ghostty-shaders/SKILL.md

ghostty-shaders is a skill for Claude Code, Codex from martinemde/dotfiles. It costs 50 tokens per session (4,772 once invoked), scanned A, original, ISC.

A guide for writing and troubleshooting GLSL visual effects for the Ghostty terminal. GLSL is a programming language for graphics, and these effects change how the terminal screen is displayed.

In plain words
What is it for?
Creating, debugging, and optimizing Ghostty shaders, including single effects and chains where one shader feeds its result into the next.
Why use it?
It helps avoid shader errors that can make Ghostty show a black screen, while accounting for Ghostty-specific inputs and the performance cost of effects that run continuously.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

This is martinemde/dotfiles's own configuration. It tells Claude Code and Codex how to work on dotfiles 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 dotfiles configures →

Reuse

Borrowing it

Nothing to install: this file belongs to martinemde/dotfiles. 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/martinemde/dotfiles/main/.agents/skills/ghostty-shaders/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/martinemde/dotfiles

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
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Your own site
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agentmods 80×15 button for ghostty-shaders

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Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,772 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 $0.00050 $0.04772
Opus 5.5 $0.00020 $0.01909
Sonnet 5.5 $0.00010 $0.00954
Haiku 4.5 $0.00005 $0.00477

Measured 8d ago against content hash 157fa464c08a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ghostty-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 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.

.agents/skills/ghostty-shaders/SKILL.md · 683 lines

How it starts

The opening of the file, as written. The whole thing — 683 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Ghostty Shader Development Skill

Overview

This skill provides comprehensive guidance for creating and editing custom shaders for Ghostty terminal. Ghostty uses Shadertoy-compatible GLSL ES 3.0 (WebGL 2.0) shaders with additional terminal-specific extensions.

When to Use This Skill

  • Creating new Ghostty shaders from scratch
  • Modifying existing Ghostty shaders
  • Debugging shader compilation issues
  • Optimizing shader performance for terminal usage
  • Implementing focus-aware shader effects
  • Working with terminal cursor animations

Critical Safety Notes

SHADER SAFETY: Invalid shaders can render Ghostty completely unusable (black screen). Always:

  1. Test shaders incrementally with simple effects first
  2. Keep a backup of working shaders
  3. Provide fallback behavior (especially for unfocused states)
  4. Initialize all variables explicitly
  5. Validate shader compilation before deployment

COMMON PITFALLS TO AVOID:

  • 1.0f notation (use 1.0 only - no 'f' suffix)
  • saturate() function (use clamp(x, 0.0, 1.0))
  • Negative values to sqrt() or pow() (wrap with abs() or max(0.0, x))
  • Division by zero in mod(x, 0.0)
  • Uninitialized variables (always initialize!)
  • Function names matching variable names

Ghostty Shader Architecture

Configuration

custom-shader = /path/to/shader.glsl
# In ghostty config
custom-shader-animation = true # true (focused), false (static), always

Multiple shaders chain together - output of one becomes iChannel0 input of the next.

Shader Entry Point

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    // fragCoord: pixel coordinates (0,0 = bottom-left)
    // fragColor: output RGBA color

    // Typical UV calculation
    vec2 uv = fragCoord.xy / iResolution.xy;

    // Your shader code here
}

Standard Shadertoy Uniforms

Available in Ghostty

sampler2D iChannel0;           // Terminal screen texture (or previous shader output)
vec3 iResolution;              // [width, height, 1.0] in pixels
float iTime;                   // Seconds since first frame
float iTimeDelta;              // Seconds since last frame
int iFrame;                    // Frame count
vec3 iChannelResolution[4];    // iChannelResolution[0] == iResolution

Read the full file on GitHub · 683 lines

Files

What ships with it

5 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.

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 Changed · +537 lines · -61 tokens per session 157fa464c08a
  2. 1mo ago First seen · 146 lines · 111 tokens per session scan A 52709c333883

Subscribe to this mod's changes

ghostty-shaders is a skill published in the GitHub repository martinemde/dotfiles (10 stars, last pushed yesterday), licensed ISC. It adds 50 tokens to every session and 4,772 once invoked, about $0.0002 per session on Opus 5.5. 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.