shader-design-engineering

shader-design-engineering is a skill for Codex from memi-design/design-skills. It costs 49 tokens per session (856 once invoked), scanned A, original, MIT.

A guide to creating and checking real-time shader effects for WebGL2, WebGPU, and SwiftUI or Metal. Shaders are small programs that change how pixels or textures are drawn.

In plain words
What is it for?
Use it to design effects such as color changes or distortion, define fallbacks and quality levels, and debug coordinate, timing, rendering, and performance issues.
Why use it?
It helps ensure visual effects have a clear purpose, work across supported devices, remain accessible, and do not cause avoidable performance or color problems.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to design effects such as color changes or distortion, define fallbacks and quality levels, and debug coordinate, timing, rendering, and performance issues.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/memi-design/design-skills/shader-design-engineering
Install

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.

Any agent
npx skills add memi-design/design-skills --skill shader-design-engineering
Clone the repo
git clone --depth 1 https://github.com/memi-design/design-skills

Made for: 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.

agentmods badge for shader-design-engineering

README.md
[![agentmods](https://agentmods.dev/badge/skills/memi-design/design-skills/shader-design-engineering/github.svg)](https://agentmods.dev/skills/memi-design/design-skills/shader-design-engineering)
Your own site
<a href="https://agentmods.dev/skills/memi-design/design-skills/shader-design-engineering"><img src="https://agentmods.dev/badge/skills/memi-design/design-skills/shader-design-engineering/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.

agentmods 80×15 button for shader-design-engineering

Your own site · 80×15
<a href="https://agentmods.dev/skills/memi-design/design-skills/shader-design-engineering"><img src="https://agentmods.dev/badge/skills/memi-design/design-skills/shader-design-engineering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 49 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 856 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.
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 $0.00049 $0.00856
Opus 5 $0.00024 $0.00428
Sonnet 5 $0.00010 $0.00171
Haiku 4.5 $0.00005 $0.00086

Measured 9d ago against content hash ea907b8225e7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

shader-design-engineering 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 9d 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.

skills/shader-design-engineering/SKILL.md · 64 lines

How it starts

The opening of the file, as written. The whole thing — 64 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shader Design Engineering

Build a shader only when it clarifies state, supports a visual system, communicates spatial change, or creates bounded delight. Treat the shader as product behavior with a fallback, not as decoration that can obscure content.

Workflow

  1. Inspect the rendering surface, deployment targets, existing renderer, asset licenses, design tokens, accessibility settings, and performance tooling.
  2. Write an effect contract: visual purpose, input and coordinate spaces, uniforms, textures, output color and alpha semantics, animation clock, quality tiers, fallback, and acceptance evidence.
  3. Choose the smallest compatible effect:
    • Use a color effect when output depends only on the current pixel.
    • Use a distortion effect when the shader changes sample coordinates.
    • Use a layer or texture effect only when neighboring samples are necessary.
    • Use a separate render pass only when the effect cannot fit the host framework's bounded effect API.
  4. Normalize coordinates explicitly. Keep pixel, normalized device, UV, view, and texture spaces named rather than relying on implicit conversions.
  5. Keep time and randomness controllable. Accept a clock and seed from the host so tests, reduced motion, screenshots, and replays remain deterministic.
  6. Perform lighting and interpolation in a documented working color space. Preserve premultiplied alpha when the host requires it, and convert only at known boundaries.
  7. Add dithering after the intended tone or color mapping and before final quantization. Match the technique to the artifact: ordered patterns for deterministic low-cost output, noise-shaped methods when visible structure is unacceptable.
  8. Provide reduced-motion, reduced-transparency, low-power, unsupported-platform, and renderer-failure behavior before polishing the full effect.
  9. Profile the target interaction with realistic content. Record frame time, GPU work, resolution, device, browser or OS, and quality tier.
  10. Verify the effect visually and structurally. Capture deterministic frames, inspect compilation and validation messages, exercise the fallback, and report any untested platform honestly.

Read the full file on GitHub · 64 lines

Files

What ships with it

7 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. 9d ago First seen · 64 lines · 49 tokens per session scan A ea907b8225e7

Subscribe to this mod's changes

shader-design-engineering is a skill published in the GitHub repository memi-design/design-skills (7 stars, last pushed 1mo ago), licensed MIT. It adds 49 tokens to every session and 856 once invoked, about $0.0002 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 2026-09-03.

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