shader-programming SKILL.md skillA
shader-programming from ukanwat/overtime is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.
mdr add ukanwat/overtime/shader-programming@git:20260812.5b73825Pins git:20260812.5b73825 in mdr.lock. Pin the fingerprint instead.
- Audit grade
- A, 17 of 17 checks passed
- Kind
- SKILL.md skill
- Repository
- ukanwat/overtime
- Path
.claude/skills/shader-programming/SKILL.md- Versions recorded
- 1
- Latest version
- git:20260812.5b73825, committed Aug 12, 2026
- Size
- 7,085 bytes
- Repository stars
- 399
- License
- MIT
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.
What the file says
# Shader programming (cross-engine) Shaders are small programs that run **per vertex** and **per pixel** on the GPU. The concepts — the pipeline, coordinate spaces, UVs, and how common effects are built — port across engines; only the language dialect and built-in variable names change. This skill teaches those portable fundamentals in GLSL with HLSL equivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact engine syntax and built-ins. ## When to use - Use to understand or write vertex/fragment shaders and to reason about UVs, coordinate spaces, and the GPU pipeline. - Use to build common effects: tint/recolor, scrolling textures, dissolve, outlines, fresnel/rim light, vignette, color grading. - Use to translate a shader concept between GLSL and HLSL, or between engines. **When *not* to use:** for an engine's exact shader language and built-ins, use `godot-shaders` (Godot shading language) or the engine's material docs. For full particle VFX systems, see `unreal-niagara`. For post-process *stacks*, defer to the engine's renderer settings. ## Core workflow 1. **Know which stage you're in.** The **vertex** shader transforms each vertex …
Read the whole file at its exact version.
How to install
mdr add ukanwat/overtime/shader-programming@sha256:5e8011dceb84dec0The line at the top of this page pins the label git:20260812.5b73825, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.
[](https://markdownregistry.com/a/art_ajzqwc56yxnwrvir)
1 badge image fetches in 30 days. What the badge shows.
Versions
The registry has recorded 1 version of this file, committed on Aug 12, 2026.
Audit of the latest version
- pass: Frontmatter block present
- pass: Frontmatter declares a name
- pass: Frontmatter declares a description
- pass: Size between 200 bytes and 200 KB (7085 bytes)
- pass: No zero-width or bidi control characters
- pass: No instruction hidden inside an HTML comment
- pass: No link to an exfiltration or paste host
- pass: No credential-shaped string
- pass: No instruction to send local credentials anywhere
- pass: No text hidden with inline styles
- pass: No prompt-injection phrasing
- pass: No curl or wget piped into a shell
- pass: No recursive delete of root, home or parent
- pass: No instruction to read or print local credentials
- pass: No base64 blob over 200 characters
- pass: No link to a raw IP address
- pass: No script tag
Source
ukanwat/overtime · 399 stars · license MIT · pushed 2026-10-18 · branch main
API
GET https://markdownregistry.com/api/v1/artifacts/art_ajzqwc56yxnwrvir GET https://markdownregistry.com/api/v1/resolve?ref=ukanwat/overtime/shader-programming GET https://markdownregistry.com/api/v1/blob/5e8011dceb84dec05e7ff3aaac96439c7701d978c950bb85727d2a61ebaa59ab
Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.
Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.
More from ukanwat/overtime
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