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 roedyrustam/vibes-plug --skill glsl-shader-expertgit clone --depth 1 https://github.com/roedyrustam/vibes-plugWrote 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/roedyrustam/vibes-plug/glsl-shader-expert)<a href="https://agentmods.dev/skills/roedyrustam/vibes-plug/glsl-shader-expert"><img src="https://agentmods.dev/badge/skills/roedyrustam/vibes-plug/glsl-shader-expert/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/roedyrustam/vibes-plug/glsl-shader-expert"><img src="https://agentmods.dev/badge/skills/roedyrustam/vibes-plug/glsl-shader-expert.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.01245 |
| Opus 5 | $0.00022 | $0.00622 |
| Sonnet 5 | $0.00009 | $0.00249 |
| Haiku 4.5 | $0.00004 | $0.00125 |
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.
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
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:
- Vertex Shader: Runs for every vertex. Used to manipulate geometry (position) and pass data (varyings) to the fragment shader. Must set
gl_Position. - 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;
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 · 108 lines · 43 tokens per session scan A 982daa90f4c7
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.
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