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/martinemde/dotfiles/ghostty-shadersnpx skills add martinemde/dotfiles --skill ghostty-shadersgit 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.svg" alt="Measured on agentmods" 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 | $0.00111 | $0.01434 |
| Opus 5 | $0.00056 | $0.00717 |
| Sonnet 5 | $0.00022 | $0.00287 |
| Haiku 4.5 | $0.00011 | $0.00143 |
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 4d 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 — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Ghostty Shaders
Ghostty compiles Shadertoy-compatible GLSL ES 3.0 (WebGL 2.0) with terminal-specific
extensions. iChannel0 is the live terminal screen rather than an uploaded image, and the
shader runs continuously while the terminal is visible — which makes performance and failure
behavior matter more than they do on shadertoy.com.
A broken shader can lock you out
An invalid shader renders Ghostty as a black screen, including the window you would use to fix it. Keep a known-good shader to fall back to, build up from a passthrough rather than pasting a finished effect, and keep a non-Ghostty terminal reachable while iterating.
The compile failures that cause this are mostly a short list:
1.0f— nofsuffix on float literals in GLSL ESsaturate()— doesn't exist here; useclamp(x, 0.0, 1.0)- Negative input to
sqrt()orpow()— wrap withabs()ormax(0.0, x) mod(x, 0.0)— division by zero- Uninitialized variables — no implicit zero
- A function and a variable sharing a name
Configuration
# Single shader
custom-shader = ~/.config/ghostty/shaders/crt.glsl
# Multiple shaders chain: each one's output becomes the next one's iChannel0
custom-shader = ~/.config/ghostty/shaders/blur.glsl
custom-shader = ~/.config/ghostty/shaders/vignette.glsl
# Animation control
custom-shader-animation = true # Default: animate when focused
custom-shader-animation = false # Static: only render on terminal updates
custom-shader-animation = always # Always animate (CPU intensive)
Entry point
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// fragCoord: pixel coordinates (0,0 = bottom-left)
// fragColor: output RGBA color
vec2 uv = fragCoord.xy / iResolution.xy;
}
Uniforms
Standard Shadertoy uniforms Ghostty provides:
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.
- 4d ago First seen · 146 lines · 111 tokens per session scan A 52709c333883
ghostty-shaders is a skill published in the GitHub repository martinemde/dotfiles (9 stars, last pushed 4d ago), licensed ISC. It adds 111 tokens to every session and 1,434 once invoked, about $0.0006 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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