atmosphere-shader

atmosphere-shader is a skill for Claude Code from tdimino/claude-code-minoan. It costs 96 tokens per session (3,076 once invoked), scanned A, original, MIT.

A shader-generation skill for rendering realistic skies, sunsets, fog, and planetary atmospheres with GLSL, a language used to run graphics code on the GPU.

In plain words
What is it for?
Use it to create sky domes, depth-aware atmospheric effects, planet atmospheres, or lookup-table pipelines for faster rendering.
Why use it?
It provides structured atmospheric-rendering approaches without requiring you to design the scattering calculations and rendering pipeline yourself.

Skill for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Good fit Use it to create sky domes, depth-aware atmospheric effects, planet atmospheres, or lookup-table pipelines for faster rendering.

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Install with agentmods
npx agentmods add skills/tdimino/claude-code-minoan/atmosphere-shader
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 tdimino/claude-code-minoan --skill atmosphere-shader
Clone the repo
git clone --depth 1 https://github.com/tdimino/claude-code-minoan

Made for: Claude Code.

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 atmosphere-shader

README.md
[![agentmods](https://agentmods.dev/badge/skills/tdimino/claude-code-minoan/atmosphere-shader/github.svg)](https://agentmods.dev/skills/tdimino/claude-code-minoan/atmosphere-shader)
Your own site
<a href="https://agentmods.dev/skills/tdimino/claude-code-minoan/atmosphere-shader"><img src="https://agentmods.dev/badge/skills/tdimino/claude-code-minoan/atmosphere-shader/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 atmosphere-shader

Your own site · 80×15
<a href="https://agentmods.dev/skills/tdimino/claude-code-minoan/atmosphere-shader"><img src="https://agentmods.dev/badge/skills/tdimino/claude-code-minoan/atmosphere-shader.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 96 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,076 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 $0.00096 $0.03076
Opus 5.5 $0.00038 $0.01230
Sonnet 5.5 $0.00019 $0.00615
Haiku 4.5 $0.00010 $0.00308

Measured 2mo ago against content hash 82ce4f1c3380, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

atmosphere-shader 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 2mo 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/design-media/atmosphere-shader/SKILL.md · 289 lines

How it starts

The opening of the file, as written. The whole thing — 289 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Atmosphere Shader Skill

Render physically-accurate skies, sunsets, and planetary atmospheres through atmospheric scattering — Rayleigh, Mie, and Ozone models composed via raymarching in GLSL fragment shaders. Four progressive modes from flat backdrop to LUT-optimized planetary pipeline.

Modes

Mode Output Complexity
sky-dome Single-pass fragment shader, flat sky backdrop Entry point
atmosphere-post Depth-aware post-processing effect with atmospheric fog Intermediate
planet Spherical atmosphere shell around a mesh, logarithmic depth Advanced
lut Transmittance + Sky View + Aerial Perspective LUTs, FBO pipeline Production

Gotchas — What Claude Gets Wrong

These are the highest-signal items in this skill. Every one is a concrete, reproducible failure mode.

1. Wrong scattering coefficients

Claude invents plausible-looking but physically incorrect beta values. Use these exact constants for Earth:

const vec3 BETA_R = vec3(5.8e-3, 13.5e-3, 33.1e-3);   // Rayleigh scattering (1/km)
const float BETA_M_SCATTER = 21e-3;                      // Mie scattering
const float BETA_M_EXT = 21e-3 * 1.1;                    // Mie extinction (scatter + absorb)
const vec3 BETA_OZONE_ABS = vec3(0.65e-3, 1.881e-3, 0.085e-3); // Ozone absorption

const float RAYLEIGH_SCALE_HEIGHT = 8.0;   // km
const float MIE_SCALE_HEIGHT = 1.2;        // km
const float MIE_G = 0.76;                  // Henyey-Greenstein anisotropy
const float ATMOSPHERE_HEIGHT = 100.0;     // km (Karman line)

See references/scattering-coefficients.md for Mars and custom planet parameter sets.

2. Missing nested light march

Claude implements only the view-ray loop, producing a blue gradient but no sunsets. The critical missing piece: at each sample point along the primary ray, a secondary march toward the sun accumulates sunOD (optical depth between sample and sun). Without this, tau only contains view-direction extinction and the sky is uniformly blue regardless of sun angle.

Read the full file on GitHub · 289 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 2mo ago First seen · 289 lines · 96 tokens per session scan A 82ce4f1c3380

Subscribe to this mod's changes

atmosphere-shader is a skill published in the GitHub repository tdimino/claude-code-minoan (41 stars, last pushed 10d ago), licensed MIT. It adds 96 tokens to every session and 3,076 once invoked, about $0.0004 per session on Opus 5.5. 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 2026-08-30.