shader-programming-glsl

shader-programming-glsl is a skill for Claude Code from ratnesh-maurya/cursor-claude-personas. It costs 34 tokens per session (1,009 once invoked), scanned A, original, MIT.

A guide to GLSL, the programming language used to control how graphics are drawn on the GPU. It explains vertex shaders that position 3D shapes and fragment shaders that color pixels.

In plain words
What is it for?
Use it for WebGL, Three.js, or game-engine effects such as blur, bloom, color correction, procedural textures, and custom geometry.
Why use it?
It helps developers create and improve custom visual effects without treating shader code as a black box.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for WebGL, Three.js, or game-engine effects such as blur, bloom, color correction, procedural textures, and custom geometry.

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Install with agentmods
npx agentmods add skills/ratnesh-maurya/cursor-claude-personas/shader-programming-glsl
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 ratnesh-maurya/cursor-claude-personas --skill shader-programming-glsl
Clone the repo
git clone --depth 1 https://github.com/ratnesh-maurya/cursor-claude-personas

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,009 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 $0.00034 $0.01009
Opus 5 $0.00017 $0.00504
Sonnet 5 $0.00007 $0.00202
Haiku 4.5 $0.00003 $0.00101

Measured 9d ago against content hash 4ecd831eb759, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

shader-programming-glsl 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.

3d-frontend-developer/.claude/skills/shader-programming-glsl/SKILL.md · 123 lines

How it starts

The opening of the file, as written. The whole thing — 123 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shader Programming GLSL

Overview

A comprehensive guide to writing GPU shaders using GLSL (OpenGL Shading Language). Learn syntax, uniforms, varying variables, and key mathematical concepts like swizzling and vector operations for visual effects.

When to Use This Skill

  • Use when creating custom visual effects in WebGL, Three.js, or game engines.
  • Use when optimizing graphics rendering performance.
  • Use when implementing post-processing effects (blur, bloom, color correction).
  • Use when procedurally generating textures or geometry on the GPU.

Step-by-Step Guide

1. Structure: Vertex vs. Fragment

Understand the pipeline:

  • Vertex Shader: Transforms 3D coordinates to 2D screen space (gl_Position).
  • Fragment Shader: Colors individual pixels (gl_FragColor).
// Vertex Shader (basic)
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// Fragment Shader (basic)
uniform vec3 color;

void main() {
    gl_FragColor = vec4(color, 1.0);
}

2. Uniforms and Varyings

  • uniform: Data constant for all vertices/fragments (passed from CPU).
  • varying: Data interpolated from vertex to fragment shader.
// Passing UV coordinates
varying vec2 vUv;

// In Vertex Shader
void main() {
    vUv = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}

// In Fragment Shader
void main() {
    // Gradient based on UV
    gl_FragColor = vec4(vUv.x, vUv.y, 1.0, 1.0);
}

3. Swizzling & Vector Math

Access vector components freely: vec4 color = vec4(1.0, 0.5, 0.0, 1.0);

  • color.rgb -> vec3(1.0, 0.5, 0.0)
  • color.zyx -> vec3(0.0, 0.5, 1.0) (reordering)

Examples

Example 1: Simple Raymarching (SDF Sphere)

float sdSphere(vec3 p, float s) {
    return length(p) - s;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    vec3 ro = vec3(0.0, 0.0, -3.0); // Ray Origin
    vec3 rd = normalize(vec3(uv, 1.0)); // Ray Direction
    
    float t = 0.0;
    for(int i = 0; i < 64; i++) {
        vec3 p = ro + rd * t;
        float d = sdSphere(p, 1.0); // Sphere radius 1.0
        if(d < 0.001) break;
        t += d;
    }
    
    vec3 col = vec3(0.0);
    if(t < 10.0) {
        vec3 p = ro + rd * t;
        vec3 normal = normalize(p);
        col = normal * 0.5 + 0.5; // Color by normal
    }
    
    fragColor = vec4(col, 1.0);
}

Read the full file on GitHub · 123 lines

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 · 123 lines · 34 tokens per session scan A 4ecd831eb759

Subscribe to this mod's changes

shader-programming-glsl is a skill published in the GitHub repository ratnesh-maurya/cursor-claude-personas (8 stars, last pushed 5mo ago), licensed MIT. It adds 34 tokens to every session and 1,009 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.