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 Simone-Tarantino/godot-superpowers --skill shader-writergit clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowersWrote 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/simone-tarantino/godot-superpowers/shader-writer)<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/shader-writer"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/shader-writer/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/simone-tarantino/godot-superpowers/shader-writer"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/shader-writer.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 | $0.00070 | $0.02451 |
| Opus 5 | $0.00035 | $0.01226 |
| Sonnet 5 | $0.00014 | $0.00490 |
| Haiku 4.5 | $0.00007 | $0.00245 |
Grade A, and why
shader-writer 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 11d 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 — 244 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shader Writer
Save shaders to shaders/<name>.gdshader. Reference: Godot shaders docs.
Shader types
shader_type |
For |
|---|---|
canvas_item |
2D nodes (Sprite2D, TileMapLayer, Control, AnimatedSprite2D) |
spatial |
3D meshes (PBR-aware) |
particles |
GPUParticles2D/3D process step |
sky |
World environment sky |
fog |
FogVolume |
2D recipes (shader_type canvas_item)
Hit flash
shader_type canvas_item;
uniform float flash_amount : hint_range(0.0, 1.0) = 0.0;
uniform vec4 flash_color : source_color = vec4(1.0);
void fragment() {
vec4 tex = texture(TEXTURE, UV);
COLOR = mix(tex, vec4(flash_color.rgb, tex.a), flash_amount);
}
Drive flash_amount from code via a Tween: tween_property(material, "shader_parameter/flash_amount", 0.0, 0.15).from(1.0).
Outline (sample neighbors)
shader_type canvas_item;
uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float outline_width : hint_range(0.0, 8.0) = 1.0;
void fragment() {
vec4 tex = texture(TEXTURE, UV);
if (tex.a > 0.0) {
COLOR = tex;
} else {
vec2 px = TEXTURE_PIXEL_SIZE * outline_width;
float a = 0.0;
a += texture(TEXTURE, UV + vec2(px.x, 0.0)).a;
a += texture(TEXTURE, UV + vec2(-px.x, 0.0)).a;
a += texture(TEXTURE, UV + vec2(0.0, px.y)).a;
a += texture(TEXTURE, UV + vec2(0.0, -px.y)).a;
COLOR = vec4(outline_color.rgb, outline_color.a * step(0.01, a));
}
}
Dissolve
shader_type canvas_item;
uniform sampler2D noise_texture : hint_default_white;
uniform float dissolve_amount : hint_range(0.0, 1.0) = 0.0;
uniform float edge_width : hint_range(0.0, 0.2) = 0.05;
uniform vec4 edge_color : source_color = vec4(1.0, 0.4, 0.1, 1.0);
void fragment() {
vec4 tex = texture(TEXTURE, UV);
float n = texture(noise_texture, UV).r;
if (n < dissolve_amount) discard;
float edge = step(n, dissolve_amount + edge_width);
COLOR = mix(tex, edge_color, edge);
}
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.
- 11d ago First seen · 244 lines · 0 tokens per session scan A 801bc57090e0
shader-writer is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 70 tokens to every session and 2,451 once invoked, about $0.0003 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.
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