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-shader/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-shader)<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>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 | $0.00072 | $0.01461 |
| Opus 5 | $0.00036 | $0.00731 |
| Sonnet 5 | $0.00014 | $0.00292 |
| Haiku 4.5 | $0.00007 | $0.00146 |
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.
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 }
}
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 · 197 lines · 72 tokens per session scan A a9bb738af47a
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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