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 SummerEngine/summer-engine-agent --skill smokegit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/smoke)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/smoke"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/smoke/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/summerengine/summer-engine-agent/smoke"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/smoke.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 | $0.00081 | $0.05834 |
| Opus 5 | $0.00041 | $0.02917 |
| Sonnet 5 | $0.00016 | $0.01167 |
| Haiku 4.5 | $0.00008 | $0.00583 |
Grade A, and why
smoke 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 5d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- smoke — 86% identical, 131 lines differ
How it starts
The opening of the file, as written. The whole thing — 443 lines — stays where its author put it; the contents beside it link to each section on GitHub.
smoke — Soft Particle Smoke Plume
Smoke is the same particle pattern as fire — billboard quads emitted from a small disc, drifting upward — except the shader is dim, soft, low-emission, and tinted by depth instead of glowing. Slower spawn rate, longer lifetime, larger end scale. Pair it with fire for any campfire/torch/explosion. Used everywhere: chimney smoke, smoldering wreckage, smoke trails behind rockets, steam from vents, fog clouds.
When to use
- "Smoke rising from the campfire."
- "Chimney smoke on the cottage."
- "Smoke trail behind the rocket."
- "Steam from the vent."
- "Smoke from the smoldering wreckage."
- "Fog cloud at the cave entrance."
- After spawning
fire, smoke almost always belongs above it.
When NOT to use
- The user wants flames, not smoke — use
fire. - The user wants a giant ground-hugging fog volume — use a
FogVolumenode with theWorldEnvironment.volumetric_fogshader, not a particle system. Particles don't scale to room-size fog. - The user wants a 2D smoke effect —
canvas_itemshader, not this. - The user wants the smoke to physically interact with the player (pushed by movement) — particles are visual; use a
FogVolume+ script that follows the player. - The user wants thick black bonfire smoke that completely occludes — bump density way up, but consider a
FogVolumefor genuine visual occlusion.
Recipe
1. Files to create
addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc # copy from this skill FIRST
addons/vfx/smoke/smoke.gdshader
addons/vfx/smoke/smoke_controller.gd
addons/vfx/smoke/smoke.tscn
smoke.gdshader #includes the FBM noise file. A missing include is a hard compile
error, so copy _building-blocks/noise-3d-fbm.gdshaderinc from this skill into
res://addons/vfx/_building-blocks/ before writing the shader.
2. Shader code
addons/vfx/smoke/smoke.gdshader:
shader_type spatial;
render_mode unshaded, blend_mix, depth_draw_never, cull_disabled, shadows_disabled;
#include "res://addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc"
uniform vec4 smoke_color_young : source_color = vec4(0.85, 0.85, 0.85, 1.0); // freshly emitted
uniform vec4 smoke_color_old : source_color = vec4(0.45, 0.45, 0.45, 1.0); // late life
uniform float density : hint_range(0.0, 1.0) = 0.55;
uniform float noise_scale : hint_range(0.5, 8.0) = 2.0;
uniform float noise_speed : hint_range(0.0, 2.0) = 0.5;
uniform float soft_edge : hint_range(0.01, 0.5) = 0.30;
uniform float depth_fade : hint_range(0.0, 4.0) = 1.0; // soft against geometry behind
// INSTANCE_CUSTOM is vertex-stage only, so carry what fragment() needs across.
varying float age;
varying float seed;
void vertex() {
// Billboard toward the camera, keeping per-particle rotation (INSTANCE_CUSTOM.x)
// and per-particle scale. The bare `VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0..2],
// MODEL_MATRIX[3])` form throws both away — this mirrors what Godot's own
// BILLBOARD_PARTICLES generator emits (scene/resources/material.cpp:1313-1334).
mat4 mat_world = mat4(
normalize(INV_VIEW_MATRIX[0]),
normalize(INV_VIEW_MATRIX[1]),
normalize(INV_VIEW_MATRIX[2]),
MODEL_MATRIX[3]);
mat_world = mat_world * mat4(
vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0),
vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 1.0));
MODELVIEW_MATRIX = VIEW_MATRIX * mat_world * 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);
// CUSTOM.x is the rotation angle, NOT the age. The age lives in CUSTOM.y
// (it counts up by DELTA/LIFETIME) and CUSTOM.w holds the lifetime scale.
age = clamp(INSTANCE_CUSTOM.y / max(INSTANCE_CUSTOM.w, 0.0001), 0.0, 1.0);
seed = fract(sin(float(INSTANCE_ID) * 12.9898) * 43758.5453);
}
void fragment() {
// Distort UVs with slow noise.
vec3 np = vec3(UV * noise_scale, TIME * noise_speed + seed * 10.0);
float n = fbm3(np);
// Soft round mask, modulated by noise so the silhouette is wispy not circular.
vec2 c = UV - vec2(0.5);
float r = length(c) * 2.0;
float mask = smoothstep(1.0, 1.0 - soft_edge, r);
mask *= (0.6 + 0.4 * n); // bite chunks out of the puff
// Fade in fast, fade out slow.
float alpha_age = smoothstep(0.0, 0.15, age) * (1.0 - smoothstep(0.6, 1.0, age));
// Color drifts young → old as it ages (cools off / dilutes).
vec3 col = mix(smoke_color_young.rgb, smoke_color_old.rgb, age);
ALBEDO = col;
ALPHA = mask * alpha_age * density;
}
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.
- 5d ago First seen · 443 lines · 81 tokens per session scan A 3405ed253e11
smoke is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 81 tokens to every session and 5,834 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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