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.
curl -O https://raw.githubusercontent.com/martinemde/dotfiles/main/.agents/skills/ghostty-shaders/SKILL.mdgit clone --depth 1 https://github.com/martinemde/dotfilesWrote 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/martinemde/dotfiles/ghostty-shaders)<a href="https://agentmods.dev/skills/martinemde/dotfiles/ghostty-shaders"><img src="https://agentmods.dev/badge/skills/martinemde/dotfiles/ghostty-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/martinemde/dotfiles/ghostty-shaders"><img src="https://agentmods.dev/badge/skills/martinemde/dotfiles/ghostty-shaders.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00050 | $0.04772 |
| Opus 5.5 | $0.00020 | $0.01909 |
| Sonnet 5.5 | $0.00010 | $0.00954 |
| Haiku 4.5 | $0.00005 | $0.00477 |
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.
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:
- Test shaders incrementally with simple effects first
- Keep a backup of working shaders
- Provide fallback behavior (especially for unfocused states)
- Initialize all variables explicitly
- Validate shader compilation before deployment
COMMON PITFALLS TO AVOID:
1.0fnotation (use1.0only - no 'f' suffix)saturate()function (useclamp(x, 0.0, 1.0))- Negative values to
sqrt()orpow()(wrap withabs()ormax(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
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.
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 Changed · +537 lines · -61 tokens per session 157fa464c08a
- 1mo ago First seen · 146 lines · 111 tokens per session scan A 52709c333883
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.
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