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 sukirman1901/frontend-expert --skill webglgit clone --depth 1 https://github.com/sukirman1901/frontend-expertWrote 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/sukirman1901/frontend-expert/webgl)<a href="https://agentmods.dev/skills/sukirman1901/frontend-expert/webgl"><img src="https://agentmods.dev/badge/skills/sukirman1901/frontend-expert/webgl.svg" alt="Measured on agentmods" 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 | $0.00064 | $0.00431 |
| Opus 5 | $0.00032 | $0.00216 |
| Sonnet 5 | $0.00013 | $0.00086 |
| Haiku 4.5 | $0.00006 | $0.00043 |
Grade A, and why
webgl 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 6d 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.
What it actually says
WebGL (Plasma Studio)
Overview
Default path for animated fullscreen backgrounds: Plasma Studio — pure WebGL fragment shaders, not Three.js/R3F.
When to use
- Shader / plasma / WebGL background
- Export from Studio into a product canvas
- Landing hero FX with
Plasma.init
When to skip
- Mesh/GLTF/3D scene graph → Three.js (see depth note in reference)
- Static CSS gradient only
Workflow
- Stop — do not scaffold Three.js/R3F for a fullscreen background unless the user explicitly wants a 3D scene graph
- Prefer Studio tune → export config over rewriting GLSL
- Drop in
shader-source+plasma-engine→Plasma.init(id, config) - Call
destroy()on route unmount; honorprefers-reduced-motion - UI chrome uses tokens via the token decision tree (
references/token-preset-scoring.md) — do not auto-forceplasma-landingjust because WebGL is on; useplasma-landingonly for Plasma brand / hard-gate / explicit--token - Note WebGL line in Conventions check (
references/compliance-gates.md)
Checklist
- Engine choice clear (Gradient / Dither / Raymarch)
- Canvas sized by parent; resize OK
- Lifecycle cleanup (
destroy) - Text contrast not relying on shader alone
- Reduced-motion fallback considered
Depth
Full guide: references/webgl.md.
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.
- 6d ago First seen · 47 lines · 64 tokens per session scan A cce0e93e1250
webgl is a skill published in the GitHub repository sukirman1901/frontend-expert (10 stars, last pushed 3d ago), licensed MIT. It adds 64 tokens to every session and 431 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.
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.
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"…
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"…
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.
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.
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 →…