agent-shader: Skill for Codex

.agents/skills/panzoid-shader/SKILL.md

panzoid-shader is a skill for Codex from rbstxt/agent-shader. It costs 119 tokens per session (2,301 once invoked), scanned A, original, MIT.

A tool for creating and testing Panzoid WebGL 1 fragment shaders. A fragment shader is a small program that calculates the color of each pixel in a visual effect.

In plain words
What is it for?
Use it to write, validate, render-test, and build Panzoid shader effects and their JSON objects.
Why use it?
It checks that a shader follows Panzoid's required format and renders correctly before producing a Shader Object JSON file.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: installed under .agents/ (shared by several agents).

This is rbstxt/agent-shader's own configuration. It tells Codex how to work on agent-shader itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything agent-shader configures →

Reuse

Borrowing it

Nothing to install: this file belongs to rbstxt/agent-shader. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/rbstxt/agent-shader/main/.agents/skills/panzoid-shader/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/rbstxt/agent-shader

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 panzoid-shader

README.md
[![agentmods](https://agentmods.dev/badge/skills/rbstxt/agent-shader/panzoid-shader.svg)](https://agentmods.dev/skills/rbstxt/agent-shader/panzoid-shader)
Your own site
<a href="https://agentmods.dev/skills/rbstxt/agent-shader/panzoid-shader"><img src="https://agentmods.dev/badge/skills/rbstxt/agent-shader/panzoid-shader.svg" alt="Measured on agentmods" height="20"></a>
Per session 119 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,301 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 $0.00119 $0.02301
Opus 5 $0.00060 $0.01151
Sonnet 5 $0.00024 $0.00460
Haiku 4.5 $0.00012 $0.00230

Measured 7d ago against content hash 349b8e14ba64, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

panzoid-shader 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.

.agents/skills/panzoid-shader/SKILL.md · 115 lines

How it starts

The opening of the file, as written. The whole thing — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Panzoid Shader

Use the repository CLI or MCP tools to produce a complete, tested Panzoid Shader Object. Treat the shader contract as mandatory.

Workflow

  1. Start from assets/base.glsl or inspect assets/circle.glsl.
  2. Write the fragment shader with the contract below.
  3. Choose explicit defaults that usually make every nonstandard parameter's behavior easy to understand. An unchanged default is acceptable when it is intentional and appropriate for the effect.
  4. Run agent-shader test <shader.glsl> --out-dir <directory> and inspect every normal and RGB-only PNG plus the report.
  5. Fix the shader or defaults until the report passes and the alpha diagnostics are visually clean. If default-no-visible-change appears, either choose a clearer default or confirm that the unchanged default is appropriate.
  6. Run agent-shader build <shader.glsl> --out <shader.json>. Build performs the full test again and writes JSON only on success.
  7. Prefer the equivalent MCP tools when available. Return the Shader Object JSON as complete only after agent-shader test passes and agent-shader build succeeds.

Shader contract

  • Start with precision highp float; and precision highp int;.
  • Declare uniform sampler2D tDiffuse; and varying vec2 vUvScaled;.
  • Prefer vUvScaled as the screen-space UV source. Add a resolution-like uniform only when the user explicitly requests it or the effect genuinely needs externally supplied dimensions.
  • Map effect space with vec2 p = vUvScaled * 2.0 - 1.0; only when centered effect coordinates are useful.
  • When Position is present, subtract it before applying the 16.0 / 9.0 centered-x correction needed by aspect-sensitive geometry.
  • When Rotation is present, express it in clockwise degrees.
  • When Scale is present, treat it as a vec2 multiplier with [1, 1] as the default.
  • Sample the source with texture2D(tDiffuse, vUvScaled) unless intentional distortion requires modified UVs.
  • Composite drawn pixels over tDiffuse using source-over and output premultiplied-alpha. Do not divide the resulting RGB by the output alpha.
  • Do not add anti-aliasing unless the user explicitly asks for it. This is an agent decision, not a validator rule.
  • Omit shader comments by default. Include them when the user explicitly requests them or they are materially useful for the requested delivery.
  • Assign the result to gl_FragColor.

Read the full file on GitHub · 115 lines

Files

What ships with it

3 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. 7d ago First seen · 115 lines · 119 tokens per session scan A 349b8e14ba64

Subscribe to this mod's changes

panzoid-shader is a skill published in the GitHub repository rbstxt/agent-shader (0 stars, last pushed 23d ago), licensed MIT. It adds 119 tokens to every session and 2,301 once invoked, about $0.0006 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 2026-08-31.

Related

Other skills, from other repositories

p5js

Use when users request: p5.js sketches, creative coding, generative art, interactive visualizations, canvas animations, browser-based visual art, data viz, shader effects, or any p5.js project.

NousResearch/hermes-agent · 20 tokens

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"…

nexu-io/open-design · 126 tokens

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"…

nexu-io/open-design · 121 tokens

webgl-aurora-veil

A self-contained WebGL2 hero: layered aurora light curtains warped over a night sky scattered with stars; move the cursor to sway the veil.

nexu-io/open-design · 38 tokens

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.

nexu-io/open-design · 41 tokens

remotion-to-hyperframes

Port an existing Remotion (React) composition's source to HyperFrames HTML. Use ONLY on an explicit ask to port/convert/migrate/translate a Remotion source — one-way, Remotion-only. A passing Remotion mention, reference-only code, or "make something like my Remotion video" is a fresh build (/general-video). Unclear →…

heygen-com/hyperframes · 84 tokens