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 perniemann/pnCore --skill pn-shader-authoringgit clone --depth 1 https://github.com/perniemann/pnCoreWrote 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/perniemann/pncore/pn-shader-authoring)<a href="https://agentmods.dev/skills/perniemann/pncore/pn-shader-authoring"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-shader-authoring/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/perniemann/pncore/pn-shader-authoring"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-shader-authoring.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00043 | $0.01076 |
| Opus 5 | $0.00022 | $0.00538 |
| Sonnet 5 | $0.00009 | $0.00215 |
| Haiku 4.5 | $0.00004 | $0.00108 |
Grade A, and why
pn-shader-authoring 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 7d 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 — 77 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shader authoring skill
When to use
- Writing or refactoring vertex or fragment shaders
- Creating custom Three.js ShaderMaterial or RawShaderMaterial
- Adding custom postprocessing passes
- Migrating custom shaders to WebGPU (prefer TSL per pn-threejs-core for GLSL/WGSL portability)
- Implementing noise, lighting models, or SDF effects
- Optimizing or debugging shader performance
GLSL structure
- Precision: Use
precision highp float;(ormediumpfor mobile) in fragment shaders. Vertex shaders inherit from fragment or use explicit precision. - Uniforms: Declare all uniforms at top; use descriptive names. Pass only what is needed; avoid large uniform blocks when possible.
- Varyings: Keep varyings minimal; interpolate only necessary data (e.g.
vUv,vNormal,vWorldPosition). - Defines: Use
#definefor constants (e.g.#define PI 3.14159265). Avoid magic numbers in shader body.
Three.js ShaderMaterial patterns
- Built-in uniforms: Three.js provides
modelViewMatrix,projectionMatrix,normalMatrix,cameraPosition, etc. UseShaderChunkor copy from Three.js examples when appropriate. - RawShaderMaterial: Use when you need full control (no built-in chunks). Include required attributes and uniforms manually.
- Updating uniforms: Set uniforms in
useFrameor render loop. Avoid creating new objects per frame; reuse uniform objects. - Texture units: Bind textures to correct units; set
uniforms.map.valueanduniforms.map.texelSizewhen needed for postprocessing.
Common patterns
Noise
- Simplex / Perlin: Use established implementations (e.g. from Shadertoy, Inigo Quilez). Optimize for your use case (2D vs 3D).
- FBM (Fractal Brownian Motion): Layer noise at different frequencies for terrain, clouds, or organic patterns. Control octaves and lacunarity for performance.
Lighting models
- Phong: Ambient + diffuse (N·L) + specular (R·V)^n. Use for simple non-PBR.
- PBR: Use physically based BRDF (e.g. Cook-Torrance) when matching Three.js PBR workflow.
- Toon: Step or smoothstep on N·L for cel-shading. Add rim light with fresnel.
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.
- 7d ago First seen · 77 lines · 43 tokens per session scan A dde59b646296
pn-shader-authoring is a skill published in the GitHub repository perniemann/pnCore (0 stars, last pushed 4d ago), licensed MIT. It adds 43 tokens to every session and 1,076 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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