shaders

shaders is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 32 tokens per session (425 once invoked), scanned A, original, MIT.

A guide for adding and troubleshooting custom shader files in FlatRedBall2. Shaders are small programs that control how game graphics are drawn.

In plain words
What is it for?
Use it when adding .fx shader files or fixing shader build errors involving MonoGame, libmojoshader, Wine, or the Visual C++ runtime.
Why use it?
It explains the build dependencies and platform differences that can cause shader compilation to fail.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

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.

agentmods
npx agentmods add skills/vchelaru/flatredball2/shaders
Any agent
npx skills add vchelaru/FlatRedBall2 --skill shaders
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

Made for: Claude Code, Codex.

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 shaders

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/shaders.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/shaders)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/shaders"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/shaders.svg" alt="Measured on agentmods" height="20"></a>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 425 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 $0.00032 $0.00425
Opus 5 $0.00016 $0.00212
Sonnet 5 $0.00006 $0.00085
Haiku 4.5 $0.00003 $0.00042

Measured yesterday against content hash 3c885fc50d06, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

shaders 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 yesterday.

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.

frb-skills/shaders/SKILL.md · 43 lines

What it actually says

Shaders in FlatRedBall2

Apos.Shapes

FlatRedBall2's built-in shape rendering (ShapesBatch) uses Apos.Shapes, whose shader is embedded directly in the package assembly (0.7.2+) — no content pipeline, no .xnb, no Wine dependency. The version is centralized in $(AposShapesVersion) in the repo's Directory.Packages.props; sample and template projects inherit it transitively and must not pin it themselves (see issue #495).

Custom Shaders

Adding your own .fx files to a project requires the MonoGame/KNI content pipeline to compile them at build time.

Windows

Install the Visual C++ 2013 Redistributable (x64) — the content pipeline's libmojoshader_64.dll depends on it:

winget install Microsoft.VCRedist.2013.x64

Or download from https://www.microsoft.com/download/details.aspx?id=40784.

Without it, builds fail with:

Unable to load DLL 'libmojoshader_64.dll' or one of its dependencies.

macOS and Linux

The MonoGame content pipeline uses Windows-only tools for shader compilation. Wine must be installed.

Follow the MonoGame setup guide: https://docs.monogame.net/articles/tutorials/building_2d_games/02_getting_started/index.html?tabs=macos#setup-wine-for-effect-compilation-macos-and-linux-only

For OpenGL/WebGL/DirectX targets, ShadowDusk compiles cross-platform without Wine — see the shadowdusk skill. Metal still requires the Wine path above.

KNI Backend

Shader compilation is not supported on macOS or Linux with the KNI backend. KNI projects must have their shaders compiled on Windows.

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. yesterday First seen · 43 lines · 32 tokens per session scan A 3c885fc50d06

Subscribe to this mod's changes

shaders is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed yesterday), licensed MIT. It adds 32 tokens to every session and 425 once invoked, about $0.0002 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 2026-09-04.

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