MengTo/Skills is a collection of reusable instruction folders that teach coding agents workflows for interface design, games, frontend systems, automations, and agent loops. Designers and developers use the skills to turn references, prompts, and implementation habits into repeatable work. The catalogue contains the project’s skills and supporting instruction.
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 skills add MengTo/Skills --skill shaders-cursor-ripplesgit clone --depth 1 https://github.com/MengTo/SkillsWrote 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/mengto/skills/shaders-cursor-ripples)<a href="https://agentmods.dev/skills/mengto/skills/shaders-cursor-ripples"><img src="https://agentmods.dev/badge/skills/mengto/skills/shaders-cursor-ripples/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/mengto/skills/shaders-cursor-ripples"><img src="https://agentmods.dev/badge/skills/mengto/skills/shaders-cursor-ripples.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- 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 | $0.00092 | $0.01746 |
| Opus 5 | $0.00046 | $0.00873 |
| Sonnet 5 | $0.00018 | $0.00349 |
| Haiku 4.5 | $0.00009 | $0.00175 |
Grade A, and why
shaders-cursor-ripples 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 6d 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.
Copies of this mod
2 near-identical copies found in the catalogue:
- shaders-cursor-ripples — 100% identical, 0 lines differ
- shaders-cursor-ripples — 98% identical, 7 lines differ
How it starts
The opening of the file, as written. The whole thing — 165 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shaders Cursor Ripples
Core Contract
- Preserve the existing page, content, and semantic image.
- Install
shadersand import from the active framework subpath. - Render the source image through one
Shadercanvas. - Place
CursorRipplesafterImageTextureso it post-processes that image. - Keep
toneMapping="aces"on the root. - Let Shaders track the cursor. Remove custom spotlight coordinates, radial masks, duplicated reveal images, and pointer animation loops.
- Keep one real image beneath the canvas as the accessible loading and WebGPU fallback.
- Disable the shader for reduced motion and unsupported WebGPU.
- Lazy-load the shader code so the library does not inflate the initial page bundle.
When the user asks for only the shader effect, do not copy a reference's ribbon, blob, glow, typography, layout, copy, colors, or identity. Do not substitute the Shaders Water component: CursorRipples is the interactive image-displacement effect.
Inspect Before Editing
- Find the real media wrapper, image URL, crop, overlays, z-index, and existing motion.
- Confirm the wrapper has a non-zero rendered width and height.
- Search for old reveal code such as
data-reveal-hover,mask-image: radial-gradient, duplicated images,requestAnimationFrame, and manual pointer listeners. - Preserve unrelated parallax or entrance motion unless it conflicts with the shader canvas.
- Check the installed
shadersversion and current framework API when the package may have changed.
Install
npm install shaders
Import from shaders/react, shaders/vue, shaders/svelte, or shaders/solid. For Vite projects, never add shaders to optimizeDeps.exclude; its CommonJS dependencies need Vite pre-bundling. No optimizeDeps entry is normally required.
Before a commercial release, verify the current Shaders license terms.
Required Composition
Keep the component order and values below:
<Shader toneMapping="aces">
<ImageTexture url={imageUrl} objectFit="cover" />
<CursorRipples decay={7.3} radius={0.6} />
</Shader>
What ships with it
4 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.
- 6d ago First seen · 165 lines · 92 tokens per session scan A a5b7c4d29070
shaders-cursor-ripples is a skill published in the GitHub repository MengTo/Skills (5,890 stars, last pushed 11d ago), licensed MIT. It adds 92 tokens to every session and 1,746 once invoked, about $0.0005 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.
Other skills, from other repositories
webgl-particle-galaxy
A real-time particle galaxy — tens of thousands of additive-blended GPU points spiraling around a bright core, their orbits solved entirely in the vertex shader (from glVertexID), so the whole cloud draws in one call. Rendered as a single self-contained index.html. Use when the brief asks for a "particle field"…
webgl-liquid-metal
A real-time liquid-metal shader — a domain-warped noise field shaded as molten chrome, with a sweeping specular highlight over an iridescent thin-film (cosine-palette) sheen. No textures. Rendered as a single self-contained index.html. Use when the brief asks for "liquid metal", "molten chrome", "iridescent"…
webgl-neon-grid
A real-time synthwave scene — a perspective floor grid scrolling toward a banded retro sun under a neon starfield, all from one fragment shader. No textures. Rendered as a single self-contained index.html. Use when the brief asks for "synthwave", "outrun", "retro 80s", "neon grid", "perspective grid", "vaporwave", or…
webgl-depth-gallery
A scroll-reactive 3D image gallery in Three.js: Z-stacked images crossfade over per-image mood backgrounds with velocity breath, a glowing cursor trail and an editorial CMYK/RGB/HEX/PMS color card.
webgl-horizontal-parallax
A horizontal-scroll WebGL gallery (Three.js): frames glide sideways with lerp smoothing and each image parallaxes its texture (UV shift) by its position in the viewport.
webgl-distortion-grain
A vertical gallery (Three.js) where planes bend with scroll velocity, ripple under the cursor via simplex noise, and carry a film grain.