Borrowing it
Nothing to install: this file belongs to tweakoz/orkid. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/tweakoz/orkid/develop/.claude/skills/orklev2-dwi/SKILL.mdgit clone --depth 1 https://github.com/tweakoz/orkidWrote 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/tweakoz/orkid/orklev2-dwi)<a href="https://agentmods.dev/skills/tweakoz/orkid/orklev2-dwi"><img src="https://agentmods.dev/badge/skills/tweakoz/orkid/orklev2-dwi/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/tweakoz/orkid/orklev2-dwi"><img src="https://agentmods.dev/badge/skills/tweakoz/orkid/orklev2-dwi.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 | $0.00068 | $0.01183 |
| Opus 5.5 | $0.00027 | $0.00473 |
| Sonnet 5.5 | $0.00014 | $0.00237 |
| Haiku 4.5 | $0.00007 | $0.00118 |
Grade A, and why
orklev2-dwi 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.
How it starts
The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Orkid DrawingInterface (DWI) Reference
When answering questions about 2D drawing, screen-space quads, or line rendering in orkid, consult the files below. All under ork.lev2/.
Key Files
| Component | File |
|---|---|
| DWI Interface | inc/ork/lev2/gfx/dwi.h (lines 9–56) |
| Vulkan DWI | src/gfx/vulkan/headers/vulkan_ctx.h (lines 139–142) |
| Python Bindings | pyext/src/pyext_gfx.cpp (lines 298–322) |
DWI Interface (dwi.h:9–56)
The DrawingInterface provides methods for rendering 2D/3D quads and lines, primarily used for post-processing, UI overlays, and debug visualization.
Line Drawing
line2DEML(v0, v1, vertex_color, depth)— 2D line with fvec2 endpoints and fvec4 color
2D Quad Drawing (Screen-Space)
| Method | Description |
|---|---|
quad2DEML(quadrect, uvA, uvB, depth) |
Basic screen quad with dual UV sets |
quad2DEML2(quadrect, uvA, uvB, depth) |
Variant 2 |
quad2DEMLCCL(quadrect, uvA, uvB, depth) |
CCL winding variant |
quad2D(quadrect, uvA, uvB, depth) |
Auto-winding (uses RenderingConventions) |
fullscreenQuad(uvA, uvB, depth) |
Fills entire viewport |
Parameters:
quadrect—fvec4(x, y, w, h)in screen spaceuvA,uvB—fvec4(u0, v0, u1, v1)UV rectangles for two texture channelsdepth— Z depth value (default 0.0)
3D Quad Drawing
quad3DEML(V0, V1, V2, V3, Uv0, Uv1, Uv2, Uv3, color)— 4 fvec3 vertices with per-vertex UV and uint32 color
Advanced 2D Quad (Per-Vertex UVs)
quad2DEML(v0..v3, uvA0..uvA3, uvB0..uvB3, color, depth)— 4 fvec2 vertices, 4+4 fvec2 UVs per channel, fvec4 color
Tiled Quad Drawing
quad2DEMLTiled(quadrect, uvA, uvB, numtiles)— subdivided quad (legacy)quadTiled2D(quadrect, uvA, uvB, numtiles)— auto-winding tiled quad
Notes
- EML suffix = "Eulerian-like Materials" — direct draw, bypasses material pass management
- Auto-winding methods (
quad2D,fullscreenQuad,quadTiled2D) adjust vertex order based onContext::renderingConventions()to handle Y-flip differences between backends - All quad methods use the
SVtxV12C4T16vertex format internally (position + color + 2 UV sets)
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.
- 2mo ago First seen · 96 lines · 68 tokens per session scan A 45d07067223a
orklev2-dwi is a skill published in the GitHub repository tweakoz/orkid (35 stars, last pushed 2mo ago), licensed MIT. It adds 68 tokens to every session and 1,183 once invoked, about $0.0003 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 2026-09-01.
orklev2-dwi compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| orklev2-dwitweakoz/orkid | Skill | 35 | 2mo ago | MIT | A | 68 | Claude Code |
| game-ui-patternsHermeticOrmus/LibreGameDev-Claude-Code | Skill | 5 | 1mo ago | MIT | A | 58 | Claude Code |
| ux-designDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 31 | Claude Code |
| figma-create-design-system-ruleswarpdotdev/warp | Skill | 66k | yesterday | AGPL-3.0 | A | 71 | Claude Code |
| figma-generate-designwarpdotdev/warp | Skill | 66k | yesterday | AGPL-3.0 | A | 160 | Claude Code, Codex |
| figma-generate-librarywarpdotdev/warp | Skill | 66k | yesterday | AGPL-3.0 | A | 95 | Claude Code |
| scenario-unity-uiscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 124 | Claude Code |