glsl-shader-expert

glsl-shader-expert is a skill for Claude Code, Codex from roedyrustam/vibes-plug. It costs 43 tokens per session (1,245 once invoked), scanned A, original, MIT.

A guide to writing GLSL programs that control how 3D graphics are drawn in WebGL. It works with Three.js and Babylon.js for custom materials, lighting, textures, and screen effects.

In plain words
What is it for?
Use it to create vertex and fragment shaders, procedural textures, post-processing effects, custom lighting, and GPU-based visual calculations.
Why use it?
It helps when standard 3D materials cannot produce the visual result or performance you need.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create vertex and fragment shaders, procedural textures, post-processing effects, custom lighting, and GPU-based visual calculations.

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Install with agentmods
npx agentmods add skills/roedyrustam/vibes-plug/glsl-shader-expert
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 roedyrustam/vibes-plug --skill glsl-shader-expert
Clone the repo
git clone --depth 1 https://github.com/roedyrustam/vibes-plug

Made for: Claude Code, 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.

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README.md
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Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,245 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
  • 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 $0.00043 $0.01245
Opus 5 $0.00022 $0.00622
Sonnet 5 $0.00009 $0.00249
Haiku 4.5 $0.00004 $0.00125

Measured 7d ago against content hash 982daa90f4c7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

glsl-shader-expert 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.

skills/glsl-shader-expert/SKILL.md · 108 lines

How it starts

The opening of the file, as written. The whole thing — 108 lines — stays where its author put it; the contents beside it link to each section on GitHub.

GLSL Shader Expert (WebGL 3D Graphics)

English | Bahasa Indonesia


English

Orchestration & Integration

Connects and orchestrates with relevant domain skills like brainstorming, zero-to-prod-orchestrator, and project-context-mapper to ensure cohesive execution.

Description

Production-grade guidance for writing and integrating custom GLSL (OpenGL Shading Language) shaders into web applications using Three.js (ShaderMaterial / RawShaderMaterial) or Babylon.js (ShaderMaterial). Focuses on creating advanced visual effects, custom lighting models, procedural textures (noise), and post-processing passes.

Trigger Conditions

Activate this skill when the user is:

  • Asking to create custom materials that standard PBR materials cannot achieve.
  • Writing Vertex or Fragment shaders in GLSL.
  • Implementing procedural generation (e.g., Perlin noise, Simplex noise) on the GPU.
  • Creating post-processing effects or screen-space shaders.
  • Optimizing GPU performance by moving CPU calculations to vertex shaders.

Core Concepts

1. The Graphics Pipeline

Understand the flow:

  1. Vertex Shader: Runs for every vertex. Used to manipulate geometry (position) and pass data (varyings) to the fragment shader. Must set gl_Position.
  2. Fragment Shader: Runs for every pixel (fragment). Used to determine color. Must set gl_FragColor.
2. Three.js ShaderMaterial Example
import * as THREE from 'three';

const vertexShader = `
  varying vec2 vUv;
  void main() {
    vUv = uv;
    // Standard projection
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  }
`;

const fragmentShader = `
  uniform float uTime;
  varying vec2 vUv;
  void main() {
    // Simple animated color based on UV coordinates and time
    vec3 color = vec3(vUv.x, vUv.y, sin(uTime) * 0.5 + 0.5);
    gl_FragColor = vec4(color, 1.0);
  }
`;

const material = new THREE.ShaderMaterial({
  vertexShader,
  fragmentShader,
  uniforms: {
    uTime: { value: 0 }
  }
});

Note: In the render loop, you must update material.uniforms.uTime.value += delta;

Read the full file on GitHub · 108 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. 7d ago First seen · 108 lines · 43 tokens per session scan A 982daa90f4c7

Subscribe to this mod's changes

glsl-shader-expert is a skill published in the GitHub repository roedyrustam/vibes-plug (50 stars, last pushed 3d ago), licensed MIT. It adds 43 tokens to every session and 1,245 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.