muzzle-flash

muzzle-flash is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 77 tokens per session (4,522 once invoked), scanned A, original, MIT.

A very brief star-shaped flash at a weapon barrel or casting hand, optionally paired with a small light and sparks. It is designed to appear for roughly a tenth of a second.

In plain words
What is it for?
Use it for rifles, pistols, shotguns, cannons, and one-shot bursts from a character's hand.
Why use it?
It makes firing or casting immediately visible and gives the action a stronger sense of weight.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it for rifles, pistols, shotguns, cannons, and one-shot bursts from a character's hand.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/muzzle-flash
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 SummerEngine/summer-engine-agent --skill muzzle-flash
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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 muzzle-flash

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/muzzle-flash/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/muzzle-flash)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/muzzle-flash"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/muzzle-flash/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.

agentmods 80×15 button for muzzle-flash

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/muzzle-flash"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/muzzle-flash.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 77 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,522 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 $0.00077 $0.04522
Opus 5 $0.00039 $0.02261
Sonnet 5 $0.00015 $0.00904
Haiku 4.5 $0.00008 $0.00452

Measured 6d ago against content hash d8019c536784, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

muzzle-flash 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.

skills/visual-effects/recipes/muzzle-flash/SKILL.md · 370 lines

How it starts

The opening of the file, as written. The whole thing — 370 lines — stays where its author put it; the contents beside it link to each section on GitHub.

muzzle-flash — One-Shot Star-Burst Flare

A muzzle flash is on screen for 60–100 ms. Long enough to read, too short to animate. The recipe: a single billboarded quad with a star-burst gradient shader, fired by restart() on a weapon's fired signal, plus an OmniLight3D snapping on for 60 ms to light the room. Optional: a tiny GPUParticles3D one-shot for sparks. Doom Eternal does this. Half-Life 2 did this. Every shooter does this.

When to use

  • "Add a muzzle flash to the rifle / pistol / shotgun."
  • "When I fire, the gun should flash."
  • "Spell-cast burst at the wizard's palm." (one-shot at hand position)
  • "Cannon fires, big flash at the barrel."
  • The user just hooked up a weapon and the firing reads as silent / weightless.

When NOT to use

  • The user wants a continuous flame (flamethrower) — use fire, not muzzle-flash.
  • The user wants the impact spark on the wall the bullet hit — that's hit-spark.
  • The user wants a tracer line from barrel to target — use an ImmediateMesh recipe, not this. The current Summer build has no Line3D (ClassDB.class_exists("Line3D") is false).
  • The user wants a slow-glowing spell charge-up — use magic-glow for the buildup, then this for the release frame.

Recipe

1. Files to create

addons/vfx/muzzle-flash/muzzle_flash.gdshader
addons/vfx/muzzle-flash/muzzle_flash.gd
addons/vfx/muzzle-flash/muzzle_flash.tscn  (reusable scene)

2. Shader code

addons/vfx/muzzle-flash/muzzle_flash.gdshader:

shader_type spatial;
render_mode unshaded, blend_add, depth_draw_never, cull_disabled, shadows_disabled;

uniform vec4  flash_color    : source_color = vec4(1.0, 0.85, 0.45, 1.0);
uniform vec4  core_color     : source_color = vec4(1.0, 1.0, 0.95, 1.0);
uniform float intensity      : hint_range(0.0, 1.0) = 1.0;       // driven by the controller (1 → 0)
uniform float emission_boost : hint_range(0.0, 12.0) = 6.0;
uniform int   ray_count      : hint_range(2, 8) = 4;
uniform float ray_sharpness  : hint_range(0.5, 32.0) = 8.0;
uniform float random_seed    : hint_range(0.0, 6.2831) = 0.0;    // rotates the star per shot

void vertex() {
    // Billboard toward the camera. The bare mat4(INV_VIEW_MATRIX[0..2], MODEL_MATRIX[3])
    // form discards the node's scale, so the per-shot `flash_size` randomisation in
    // fire() would never reach the screen — normalize the basis and re-apply scale.
    MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
        normalize(INV_VIEW_MATRIX[0]),
        normalize(INV_VIEW_MATRIX[1]),
        normalize(INV_VIEW_MATRIX[2]),
        MODEL_MATRIX[3]) * mat4(
        vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
        vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
        vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
        vec4(0.0, 0.0, 0.0, 1.0));
    MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
}

void fragment() {
    vec2 c = UV - vec2(0.5);
    float r = length(c) * 2.0;
    float ang = atan(c.y, c.x) + random_seed;

    // Soft radial core: hottest at center, falls off to zero at the edge.
    float core = smoothstep(1.0, 0.0, r);
    core = pow(core, 2.0);

    // Star-burst rays: cosine of angle * ray_count gives N spokes.
    float rays = pow(max(cos(ang * float(ray_count)), 0.0), ray_sharpness);
    rays *= smoothstep(1.05, 0.05, r);  // rays fade to edge

    float mask = clamp(core + rays * 0.85, 0.0, 1.0);

    // Mix core color (white-hot) into flash color at the very center.
    vec3 col = mix(flash_color.rgb, core_color.rgb, pow(core, 4.0));

    // `render_mode unshaded` outputs ALBEDO and discards EMISSION entirely
    // (scene_forward_clustered.glsl:2962 — `frag_color = vec4(albedo, alpha)`
    // under MODE_UNSHADED), so the bloom boost has to live in ALBEDO.
    ALBEDO = col * emission_boost * intensity;
    ALPHA  = mask * intensity;
}

Read the full file on GitHub · 370 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. 6d ago First seen · 370 lines · 77 tokens per session scan A d8019c536784

Subscribe to this mod's changes

muzzle-flash is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed yesterday), licensed MIT. It adds 77 tokens to every session and 4,522 once invoked, about $0.0004 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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