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Agent skill · Audited from source

shader-dev

skill · minimax-ai/skillsMIT licenceAudited 31 Oct 2026 · source ceddde63e832

★ 13,747pushed 196 days agoversion 1.0
!CAUTIONGrade B · 89/100 · 3 findings · ceddde6
13,747repo stars · whole minimax-ai/skills

Is it safe? With care — CAUTION, grade B (89/100). We read this skill's source at commit ceddde63e832 and found no filesystem, network or shell access and no hard-coded secrets. The audit raised 3 findings, 0 critical or high. What it does: Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.

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Cite this page

ModelsAtlas. “shader-dev (minimax-ai/skills)”. Retrieved 31 Oct 2026. https://modelsatlas.com/skills/minimax-ai/shader-dev

2 skills are called “shader-dev”. You are viewing minimax-ai/skills.

Trust audit

Audit 0.4.1 · source read 31 Oct 2026

Trust score89/100!CAUTION B
0 critical0 high3 medium0 low0 info

CAUTION means the audit found things worth knowing before you trust this skill. 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

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codeNA0
L2 InstructionsPrompt injection, authority framing, hidden directivesWARN3
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (3)

MEDIUMPrompt injectionprompt.hidden_style · techniques/fluid-simulation.md:108
F-01 Prompt injectionCWE-94 · CWE-1427Layer L2
<div style="color:#fff;padding:20px;font-family:sans-serif;">
Why
No further detail recorded for this rule.
Fix
—
MEDIUMPrompt injectionprompt.hidden_style · techniques/fluid-simulation.md:485
F-01 Prompt injectionCWE-94 · CWE-1427Layer L2
document.body.innerHTML = '<div style="color:#fff;padding:20px;font-family:sans-serif;"><h2>WebGL 2 not supported</h2></div>';
Why
No further detail recorded for this rule.
Fix
—
MEDIUMPrompt injectionprompt.hidden_style · techniques/shadow-techniques.md:389
F-01 Prompt injectionCWE-94 · CWE-1427Layer L2
document.body.innerHTML = '<p style="color:#fff;">WebGL2 not supported</p>';
Why
No further detail recorded for this rule.
Fix
—

Audit 0.4.1 · source sha ceddde63e832 · 31 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

  • Publisherminimax-ai GitHub organizationOwner of the repository this skill is read from
  • Source folderminimax-ai/skills/skills/shader-devThe exact folder we audited
  • LicenceMITAs the repository states it
  • Commit pinned for this verdictceddde63e832A new audit runs when the source changes
  • Repository statusNot archivedLast push 196 days ago
  • Sandboxed runNot runSkills are read, not executed; layer L4 is skipped

What it tells the agent

Full source on GitHub ↗

Its description: Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.

---
name: shader-dev
description: Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.
license: MIT
metadata:
  version: "1.0"
  category: graphics
---

# Shader Craft

A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.

## Invocation

```
/shader-dev <request>
```

`$ARGUMENTS` contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").

## Skill Structure

```
shader-dev/
├── SKILL.md                      # Core skill (this file)
├── techniques/                   # Implementation guides (read per routing table)
│   ├── ray-marching.md           # Sphere tracing with SDF
│   ├── sdf-3d.md                 # 3D signed distance functions
│   ├── lighting-model.md         # PBR, Phong, toon shading
│   ├── procedural-noise.md       # Perlin, Simplex, FBM
│   └── ...                       # 34 more technique files
└── reference/                    # Detailed guides (read as needed)
    ├── ray-marching.md           # Math derivations & advanced patterns
    ├── sdf-3d.md                 # Extended SDF theory
    ├── lighting-model.md         # Lighting math deep-dive
    ├── procedural-noise.md       # Noise function theory
    └── ...                       # 34 more reference files
```

## How to Use

1. Read the **Technique Routing Table** below to identify which technique(s) match the user's request
2. Read the relevant file(s) from `techniques/` — each file contains core principles, implementation steps, and complete code templates
3. If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to `reference/`
4. Apply the **WebGL2 Adaptation Rules** below when generating standalone HTML pages

## Technique Routing Table

| User wants to create... | Primary technique | Combine with |
|---|---|---|
| 3D objects / scenes from math | [ray-marching](techniques/ray-marching.md) + [sdf-3d](techniques/sdf-3d.md) | lighting-model, shadow-techniques |
| Complex 3D shapes (booleans, blends) | [csg-boolean-operations](techniques/csg-boolean-operations.md) | sdf-3d, ray-marching |
| Infinite repeating patterns in 3D | [domain-repetition](techniques/domain-repetition.md) | sdf-3d, ray-marching |
| Organic / warped shapes | [domain-warping](techniques/domain-warping.md) | procedural-noise |
| Fluid / smoke / ink effects | [fluid-simulation](techniques/fluid-simulation.md) | multipass-buffer |
| Particle effects (fire, sparks, snow) | [particle-system](techniques/particle-system.md) | procedural-noise, color-palette |
| Physically-based simulations | [simulation-physics](techniques/simulation-physics.md) | multipass-buffer |
| Game of Life / reaction-diffusion | [cellular-automata](techniques/cellular-automata.md) | multipass-buffer, color-palette |
| Ocean / water surface | [water-ocean](techniques/water-ocean.md) | atmospheric-scattering, lighting-model |
| Terrain / landscape | [terrain-rendering](techniques/terrain-rendering.md) | atmospheric-scattering, procedural-noise |
| Clouds / fog / volumetric fire | [volumetric-rendering](techniques/volumetric-rendering.md) | procedural-noise, atmospheric-scattering |
| Sky / sunset / atmosphere | [atmospheric-scattering](techniques/atmospheric-scattering.md) | volumetric-rendering |
| Realistic lighting (PBR, Phong) | [lighting-model](techniques/lighting-model.md) | shadow-techniques, ambient-occlusion |
| Shadows (soft / hard) | [shadow-techniques](techniques/shadow-techniques.md) | lighting-model |
| Ambient occlusion | [ambient-occlusion](techniques/ambient-occlusion.md) | lighting-model, normal-estimation |
| Path tracing / global illumination | [path-tracing-gi](techniques/path-tracing-gi.md) | analytic-ray-tracing, multipass-buffer |
| Precise ray-geometry intersections | [analytic-ray-tracing](techniques/analytic-ray-tracing.md) | lighting-model |
| Voxel worlds (Minecraft-style) | [voxel-rendering](techniques/voxel-rendering.md) | lighting-model, shadow-techniques |
| Noise / FBM textures | [procedural-noise](techniques/procedural-noise.md) | domain-warping |
| Tiled 2D patterns | [procedural-2d-pattern](techniques/procedural-2d-pattern.md) | polar-uv-manipulation |
| Voronoi / cell patterns | [voronoi-cellular-noise](techniques/voronoi-cellular-noise.md) | color-palette |
| Fractals (Mandelbrot, Julia, 3D) | [fractal-rendering](techniques/fractal-rendering.md) | color-palette, polar-uv-manipulation |
| Color grading / palettes | [color-palette](techniques/color-palette.md) | — |
| Bloom / tone mapping / glitch | [post-processing](techniques/post-processing.md) | multipass-buffer |
| Multi-pass ping-pong buffers | [multipass-buffer](techniques/multipass-buffer.md) | — |
| Texture / sampling techniques | [texture-sampling](techniques/texture-sampling.md) | — |
| Camera / matrix transforms | [matrix-transform](techniques/matrix-transform.md) | — |
| Surface normals | [normal-estimation](techniques/normal-estimation.md) | — |
| Polar coords / kaleidoscope | [polar-uv-manipulation](techniques/polar-uv-manipulation.md) | procedural-2d-pattern |
| 2D shapes / UI from SDF | [sdf-2d](techniques/sdf-2d.md) | color-palette |
| Procedural audio / music | [sound-synthesis](techniques/sound-synthesis.md) | — |
| SDF tricks / optimization | [sdf-tricks](techniques/sdf-tricks.md) | sdf-3d, ray-marching |
| Anti-aliased rendering | [anti-aliasing](techniques/anti-aliasing.md) | sdf-2d, post-processing |
| Depth of field / motion blur / lens effects | [camera-effects](techniques/camera-effects.md) | post-processing, multipass-buffer |
| Advanced texture mapping / no-tile textures | [texture-mapping-advanced](techniques/texture-mapping-advanced.md) | terrain-rendering, texture-sampling |
| WebGL2 shader errors / debugging | [webgl-pitfalls](techniques/webgl-pitfalls.md) |

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 ceddde6

Download folder ↗
uv /= bufferRes;
uv = uv + lap * (1.0 / iResolution.xy) * 3.0;  // Displace sampling point along gradient (diffusion)
uv = vec2(uv_len * cos(new_angle) + mid.x,
uv *= 30.0;
uv  += 0.5 * vec2(cos(5.1123 + 0.353*uv2.y + speed*0.131),
uv  -= cos(uv.x + uv.y) - sin(uv.x*0.711 - uv.y);

Commands as the repository documents them: shown, never run by us. Our verdict covers commit ceddde63e832 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

  1. !CAUTION B 89 / 100

    first audit · source ceddde63e832

README badge

For maintainers · shows the latest audit

ModelsAtlas: CAUTION BMODELSATLASCAUTION · B
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Questions about shader-dev

Is shader-dev safe to install?
With care. The audit graded it B (89/100) and found 3 things worth knowing before you trust this skill, listed below with the exact line each was found on.
What can shader-dev access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (ceddde63e832), read on 2026-10-31. The repository is watched, and a new audit runs when it changes — this is the first audit.

Sources

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