Agent skill · Audited from source
compose-graphics
skill · athevon/genjutsuNOASSERTION licenceAudited 22 Oct 2026 · source 7196f765fc11
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 7196f765fc11 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects.
Cite
Cite this page
ModelsAtlas. “compose-graphics (athevon/genjutsu)”. Retrieved 22 Oct 2026. https://modelsatlas.com/skills/athevon/compose-graphics
Trust audit
Audit 0.4.1 · source read 22 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 7196f765fc11 · 22 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherathevon GitHub userOwner of the repository this skill is read from
- Source folderathevon/genjutsu/skills/_jutsu/compose-graphicsThe exact folder we audited
- LicenceNOASSERTIONAs the repository states it
- Commit pinned for this verdict7196f765fc11A new audit runs when the source changes
- Repository statusNot archivedLast push 16 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects.
---
name: compose-graphics
description: "Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects."
metadata:
internal: true
---
> **Version-sensitive.** Every API name, SDK gate and browser-support claim below was
> verified on **2026-09-08** against primary sources. What against, and when, is in
> `_jutsu/VERSIONS.md`. If that date is old, re-verify before acting on a version number.
# Compose Graphics
> Advanced Compose visuals: M3 Expressive motion physics, AGSL shaders (Android 13+), Canvas / DrawScope, graphicsLayer effects.
> Loaded for advanced thesis (shader, expressive, M3 Expressive, AGSL, Canvas, holographic).
> Foundation: `../compose-motion/SKILL.md` covers basics. Concise rules here. Deep-dive in `references/`.
---
## Decision Tree: Which API for Which Need
| Need | API |
|---|---|
| Spring physics with bounce / overshoot | `MotionScheme.expressive()` (M3 Expressive) |
| Pixel-level shader | `RuntimeShader` + `Modifier.graphicsLayer { renderEffect = ... }` (Android 13+) |
| Generative drawing (paths, particles, fractals) | `Canvas { drawScope -> ... }` |
| GPU effects (blur, shadows, color filters) | `Modifier.graphicsLayer { renderEffect = ... }` or `Modifier.blur(...)` |
| Adaptive system materials (Material You glassmorphism) | `Modifier.background(MaterialTheme.colorScheme.surfaceContainerHighest)` |
| Liquid glass on Android | AGSL shader recipe (no native API like iOS yet) |
---
## Domain 1: Material 3 Expressive
### What It Is
The 2025 Material 3 evolution introduces spring-based motion physics replacing fixed-duration tweens. New shape morphing API via `androidx.graphics.shapes`. New `MotionScheme` selectable on the theme. Aimed at hero moments, key interactions, brand-defining UI.
### MotionScheme
| Scheme | Personality | Use For |
|---|---|---|
| `MotionScheme.standard()` | Calmer, less overshoot | Default for chrome, lists, navigation |
| `MotionScheme.expressive()` | More overshoot, longer settle | Hero reveals, FABs, primary CTAs |
Apply on the theme:
```kotlin
MaterialTheme(motionScheme = MotionScheme.expressive()) {
// children read tokens via MaterialTheme.motionScheme.*
}
```
Tokens exposed:
| Token | Domain | Spring (damping / stiffness) - standard | ... expressive |
|---|---|---|---|
| `fastSpatialSpec()` | Position / size | `0.9 / 1400` | `0.6 / 800` |
| `defaultSpatialSpec()` | Position / size | `0.9 / 700` | `0.8 / 380` |
| `slowSpatialSpec()` | Position / size | `0.9 / 300` | `0.8 / 200` |
| `fastEffectsSpec()` | Opacity / color | `1.0 / 3800` | `1.0 / 3800` |
| `defaultEffectsSpec()` | Opacity / color | `1.0 / 1600` | `1.0 / 1600` |
| `slowEffectsSpec()` | Opacity / color | `1.0 / 800` | `1.0 / 800` |
> **Spatial vs Effects:** spatial = anything physical (height, offset, scale). Effects = visual properties without inertia (alpha, color, elevation). *Both* families are springs - the effects ones are just critically damped (`dampingRatio = 1.0`) and much stiffer, so they never overshoot. Only the spatial springs differ between `standard()` and `expressive()`.
> **Availability:** `MotionScheme`, `MaterialTheme(motionScheme = ...)` and `MaterialExpressiveTheme` are **stable in material3 1.4.0** (no opt-in needed). `MaterialShapes` and the shape-morphing helpers are not - they need 1.5.0-alpha and `@OptIn(ExperimentalMaterial3ExpressiveApi::class)`.
### Hero Card Expand (Expressive Springs)
```kotlin
@Composable
fun ExpressiveHero() {
var expanded by remember { mutableStateOf(false) }
MaterialTheme(motionScheme = MotionScheme.expressive()) {
val transition = updateTransition(targetState = expanded, label = "expand")
val height by transition.animateDp(
transitionSpec = { MaterialTheme.motionScheme.slowSpatialSpec() },
label = "height"
) { if (it) 400.dp else 100.dp }
val alpha by transition.animateFloat(
transitionSpec = { MaterialTheme.motionScheme.defaultEffectsSpec() },
label = "alpha"
) { if (it) 1f else 0f }
Card(
modifier = Modifier
.fillMaxWidth()
.height(height)
.clickable { expanded = !expanded }
) {
Box(modifier = Modifier.alpha(alpha)) {
Text("Detail content", modifier = Modifier.padding(24.dp))
}
}
}
}
```
### Spring Tuning Recipes
| Mood | Spec |
|---|---|
| Hero reveal | `spring(stiffness = Spring.StiffnessLow, dampingRatio = Spring.DampingRatioMediumBouncy)` |
| Snappy expressive | `spring(stiffness = Spring.StiffnessMediumLow, dampingRatio = 0.7f)` |
| Calm spatial | `MaterialTheme.motionScheme.defaultSpatialSpec()` (use the token) |
| Critical (no overshoot) | `spring(stiffness = Spring.StiffnessHigh, dampingRatio = 1f)` |
### Shape Morphing (`MaterialShapes` + `Morph`)
Two different libraries, and the split matters:
- `androidx.graphics.shapes:graphics-shapes` (stable **1.1.0**) ships `RoundedPolygon`, `CornerRounding` and `Morph(start, end)`. Its `Morph.toPath(progress)` returns an **`android.graphics.Path`**.
- The predefined Material shapes (`MaterialShapes.Circle`, `Pentagon`, `Cookie4Sided`, `Sunny`, `Heart`, ...) live in **material3**, not in graphics-shapes. They are still `@ExperimentalMaterial3ExpressiveApi` and ship only in `androidx.compose.material3:material3:1.5.0-alpha*` - they are **not** in stable material3 1.4.0. material3 also adds `Morph.toPath(progress)` returning a **Compose `Path`**, plus `RoundedPolygon.toShape()`.
Never write `.asAndroidPath().asComposePath()`: with the graphics-shapes import it does not compile (`android.graphics.Path` has no `asAndroidPath()`), and with the material3 import it is a pointless round trip. And because `MaterialShapes` are **normalized to a 0..1 box**, the path must be scaled to the draw size - dropping the raw path into `GenericShape` yields a Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 7196f76
git clone https://github.com/athevon/genjutsu git -C genjutsu checkout 7196f765fc11
The author documents no install command, so this uses the repository directly. Our verdict covers commit 7196f765fc11 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
7196f765fc11
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Questions about compose-graphics
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Sources
- github.com/athevon/genjutsu/tree/main/skills/_jutsu/compose-grap — the audited source at commit 7196f765fc11 and every finding aboveObserved · 22 Oct 2026
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