orkid: Skill for Claude Code

.claude/skills/orklev2-shader/SKILL.md

orklev2-shader is a skill for Claude Code from tweakoz/orkid. It costs 72 tokens per session (1,461 once invoked), scanned A, original, MIT.

A reference for Orkid's FXV2 shader system, including its shader files, material inputs, rendering passes, storage buffers, and compilation to SPIR-V, a format used by graphics drivers.

In plain words
What is it for?
Use it to write or debug FXV2 shaders, configure uniforms and textures, define rendering passes, and work with GLSL or SPIR-V compilation.
Why use it?
It helps developers locate the right shader definitions and understand how shader code moves through Orkid's rendering pipeline. This reduces errors when changing materials, inputs, or rendering techniques.

Skill for Claude Code

Written for Claude Code: user-invocable in frontmatter.

This is tweakoz/orkid's own configuration. It tells Claude Code how to work on orkid itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything orkid configures →

Reuse

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.

Copy the file
curl -O https://raw.githubusercontent.com/tweakoz/orkid/develop/.claude/skills/orklev2-shader/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/tweakoz/orkid

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 orklev2-shader

README.md
[![agentmods](https://agentmods.dev/badge/skills/tweakoz/orkid/orklev2-shader.svg)](https://agentmods.dev/skills/tweakoz/orkid/orklev2-shader)
Your own site
<a href="https://agentmods.dev/skills/tweakoz/orkid/orklev2-shader"><img src="https://agentmods.dev/badge/skills/tweakoz/orkid/orklev2-shader.svg" alt="Measured on agentmods" height="20"></a>
Per session 72 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,461 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00072 $0.01461
Opus 5 $0.00036 $0.00731
Sonnet 5 $0.00014 $0.00292
Haiku 4.5 $0.00007 $0.00146

Measured 5d ago against content hash a9bb738af47a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

orklev2-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 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.

.claude/skills/orklev2-shader/SKILL.md · 197 lines

How it starts

The opening of the file, as written. The whole thing — 197 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Orkid FXV2 Shader System Reference

When answering questions about shaders in orkid, consult these files.

Key Files

Component Location
Shader Data Structures ork.lev2/inc/ork/lev2/gfx/shadman.h
FX Pipeline ork.lev2/inc/ork/lev2/gfx/fx_pipeline.h
Shader Loading (Vulkan) ork.lev2/src/gfx/vulkan/vulkan_fxi_load.cpp
Shadlang Parser ork.lev2/src/gfx/shadlang/shadlang_impl.cpp
SPIR-V Backend ork.lev2/src/gfx/shadlang/shadlang_backend_spirv.cpp
Scanner Grammar ork.data/grammars/shadlang.scanner
Parser Grammar ork.data/grammars/shadlang.parser
Built-in Shaders ork.data/platform_lev2/shaders/fxv2/
Include Libraries ork.data/platform_lev2/shaders/fxv2/*.i2

FXV2 File Format

// Configuration block
fxconfig fxcfg_default {
  glsl_version = "150";
  import "orkshader://mathtools.i2";
  import "orkshader://pbrtools.i2";
}

// Uniform block (maps to UBO)
uniform_block ublock_vtx (descriptor_set 0) {
  mat4 mvp;
  mat4 m;
  vec4 modcolor;
  float time;
}

// Sampler set
sampler_set samplers (descriptor_set 0) {
  sampler2D ColorMap;
  sampler2D NormalMap;
}

// Shader Storage Block (SSBO)
storage_interface sif_data (descriptor_set 0) {
  buffer layout(std430) my_data {
    vec4 items[$$$COUNT];
    vec4 params;
  };
}

// Vertex interface
vertex_interface iface_vtx : ublock_vtx {
  inputs {
    vec3 position : POSITION;
    vec3 normal : NORMAL;
    vec2 uv : TEXCOORD0;
  }
  outputs {
    vec4 out_color;
    vec2 out_uv;
  }
}

// Fragment interface
fragment_interface iface_frag : ublock_vtx : samplers {
  inputs {
    vec4 in_color;
    vec2 in_uv;
  }
  outputs {
    layout(location = 0) vec4 out_color;
  }
}

// Vertex shader
vertex_shader vs_main : iface_vtx {
  gl_Position = mvp * vec4(position, 1.0);
  out_color = modcolor;
  out_uv = uv;
}

// Fragment shader
fragment_shader ps_main : iface_frag {
  vec4 texel = texture(ColorMap, in_uv);
  out_color = texel * in_color;
}

// State block
state_block sb_default : default {
  DepthTest = LESS;
  DepthMask = true;
  CullTest = PASS_FRONT;
  BlendMode = ALPHA;
}

// Technique (combines shaders + state)
technique tek_forward {
  fxconfig = fxcfg_default;
  pass p0 {
    vertex_shader = vs_main;
    fragment_shader = ps_main;
    state_block = sb_default;
  }
}

// Compact form
technique tek_compact {
  fxconfig = fxcfg_default;
  vf_pass = { vs_main, ps_main, sb_default }
}

Read the full file on GitHub · 197 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. 5d ago First seen · 197 lines · 72 tokens per session scan A a9bb738af47a

Subscribe to this mod's changes

orklev2-shader is a skill published in the GitHub repository tweakoz/orkid (35 stars, last pushed 24d ago), licensed MIT. It adds 72 tokens to every session and 1,461 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 2026-09-01.

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