shader-dev

shader-dev is a skill for Claude Code from MiniMax-AI/skills. It costs 39 tokens per session (4,389 once invoked), scanned A, original, MIT.

A guide to writing GLSL shaders, small programs that run on a graphics processor to draw real-time visual effects. It includes techniques such as ray marching, fluid simulation, particles, lighting, and procedural patterns.

In plain words
What is it for?
Use it to create ShaderToy-compatible effects, 3D signed-distance scenes, animated materials, particle systems, procedural visuals, lighting, and post-processing.
Why use it?
It provides implementation guidance for graphics effects that otherwise require specialized mathematics and rendering knowledge.

Skill for Claude Code

Written for Claude Code: $ARGUMENTS substitution.

Part of the minimax-skills plugin — 18 skills, 1 plugin shipped together

not rated 14krepo +25 4mo ago A scan Socket: passSnyk: passSkillSpector: pass 39 tokens original MIT

Good fit Use it to create ShaderToy-compatible effects, 3D signed-distance scenes, animated materials, particle systems, procedural visuals, lighting, and post-processing.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/minimax-ai/skills/shader-dev
About the project

MiniMax Skills is a collection of development skills, APIs, and configuration formats for AI coding agents. Developers use it to get structured guidance for frontend, backend, Android, iOS, and shader work across several technology stacks. Catalogue entries package its skills, agents, and plugins for use with coding assistants.

MiniMax-AI/skills · 13,516 stars · on GitHub

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 MiniMax-AI/skills --skill shader-dev
Clone the repo
git clone --depth 1 https://github.com/MiniMax-AI/skills

Made for: Claude Code.

Or install minimax-skills, the plugin that ships this one along with the rest of its 18 skills, 1 plugin.

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-dev

README.md
[![agentmods](https://agentmods.dev/badge/skills/minimax-ai/skills/shader-dev.svg)](https://agentmods.dev/skills/minimax-ai/skills/shader-dev)
Your own site
<a href="https://agentmods.dev/skills/minimax-ai/skills/shader-dev"><img src="https://agentmods.dev/badge/skills/minimax-ai/skills/shader-dev.svg" alt="Measured on agentmods" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,389 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
  • Socket pass 18 Mar 2026
  • Snyk pass 18 Mar 2026
  • 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 $0.00039 $0.04389
Opus 5 $0.00019 $0.02194
Sonnet 5 $0.00008 $0.00878
Haiku 4.5 $0.00004 $0.00439

Measured 8d ago against content hash 7d3cc9d69da2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

shader-dev 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.

Origin

Copies of this mod

2 near-identical copies found in the catalogue:

skills/shader-dev/SKILL.md · 300 lines

How it starts

The opening of the file, as written. The whole thing — 300 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shader Craft

A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.

Invocation

/shader-dev <request>

$ARGUMENTS contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").

Skill Structure

shader-dev/
├── SKILL.md                      # Core skill (this file)
├── techniques/                   # Implementation guides (read per routing table)
│   ├── ray-marching.md           # Sphere tracing with SDF
│   ├── sdf-3d.md                 # 3D signed distance functions
│   ├── lighting-model.md         # PBR, Phong, toon shading
│   ├── procedural-noise.md       # Perlin, Simplex, FBM
│   └── ...                       # 34 more technique files
└── reference/                    # Detailed guides (read as needed)
    ├── ray-marching.md           # Math derivations & advanced patterns
    ├── sdf-3d.md                 # Extended SDF theory
    ├── lighting-model.md         # Lighting math deep-dive
    ├── procedural-noise.md       # Noise function theory
    └── ...                       # 34 more reference files

How to Use

  1. Read the Technique Routing Table below to identify which technique(s) match the user's request
  2. Read the relevant file(s) from techniques/ — each file contains core principles, implementation steps, and complete code templates
  3. If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to reference/
  4. Apply the WebGL2 Adaptation Rules below when generating standalone HTML pages

Technique Routing Table

User wants to create... Primary technique Combine with
3D objects / scenes from math ray-marching + sdf-3d lighting-model, shadow-techniques
Complex 3D shapes (booleans, blends) csg-boolean-operations sdf-3d, ray-marching
Infinite repeating patterns in 3D domain-repetition sdf-3d, ray-marching
Organic / warped shapes domain-warping procedural-noise
Fluid / smoke / ink effects fluid-simulation multipass-buffer
Particle effects (fire, sparks, snow) particle-system procedural-noise, color-palette
Physically-based simulations simulation-physics multipass-buffer
Game of Life / reaction-diffusion cellular-automata multipass-buffer, color-palette
Ocean / water surface water-ocean atmospheric-scattering, lighting-model
Terrain / landscape terrain-rendering atmospheric-scattering, procedural-noise
Clouds / fog / volumetric fire volumetric-rendering procedural-noise, atmospheric-scattering
Sky / sunset / atmosphere atmospheric-scattering volumetric-rendering
Realistic lighting (PBR, Phong) lighting-model shadow-techniques, ambient-occlusion
Shadows (soft / hard) shadow-techniques lighting-model
Ambient occlusion ambient-occlusion lighting-model, normal-estimation
Path tracing / global illumination path-tracing-gi analytic-ray-tracing, multipass-buffer
Precise ray-geometry intersections analytic-ray-tracing lighting-model
Voxel worlds (Minecraft-style) voxel-rendering lighting-model, shadow-techniques
Noise / FBM textures procedural-noise domain-warping
Tiled 2D patterns procedural-2d-pattern polar-uv-manipulation
Voronoi / cell patterns voronoi-cellular-noise color-palette
Fractals (Mandelbrot, Julia, 3D) fractal-rendering color-palette, polar-uv-manipulation
Color grading / palettes color-palette
Bloom / tone mapping / glitch post-processing multipass-buffer
Multi-pass ping-pong buffers multipass-buffer
Texture / sampling techniques texture-sampling
Camera / matrix transforms matrix-transform
Surface normals normal-estimation
Polar coords / kaleidoscope polar-uv-manipulation procedural-2d-pattern
2D shapes / UI from SDF sdf-2d color-palette
Procedural audio / music sound-synthesis
SDF tricks / optimization sdf-tricks sdf-3d, ray-marching
Anti-aliased rendering anti-aliasing sdf-2d, post-processing
Depth of field / motion blur / lens effects camera-effects post-processing, multipass-buffer
Advanced texture mapping / no-tile textures texture-mapping-advanced terrain-rendering, texture-sampling
WebGL2 shader errors / debugging webgl-pitfalls

Read the full file on GitHub · 300 lines

Files

What ships with it

60 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 First seen · 300 lines · 39 tokens per session scan A 7d3cc9d69da2

Subscribe to this mod's changes

shader-dev is a skill published in the GitHub repository MiniMax-AI/skills (13,516 stars, last pushed 4mo ago), licensed MIT. It adds 39 tokens to every session and 4,389 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 2026-08-30.