Agent skill · Audited from source
shader-dev
skill · minimax-ai/skillsMIT licenceAudited 31 Oct 2026 · source ceddde63e832
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.
Cite
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.
- minimax-ai/skills★ 14k!CAUTION
- paperclipai/companies★ 919!CAUTION
Trust audit
Audit 0.4.1 · source read 31 Oct 2026
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
| 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 | WARN | 3 |
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 (3)
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
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);
git clone https://github.com/minimax-ai/skills git -C skills checkout ceddde63e832
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
- !CAUTION B 89 / 100
first audit · source
ceddde63e832
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Questions about shader-dev
Is shader-dev safe to install?
What can shader-dev access on my machine?
How current is this page?
Sources
- github.com/minimax-ai/skills/tree/main/skills/shader-dev — the audited source at commit ceddde63e832 and every finding aboveObserved · 31 Oct 2026
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Opens with this page as the source. We add nothing else to the prompt.
- Is shader-dev safe to install?
- What can shader-dev access on my machine?
- How current is this page?