Agent skill

Shader Dev

by HHU3637kr in HHU3637kr/skills

A skill your agent uses when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting…

MITAuto-check passedGame Development

Install Shader Dev

skills CLI
$ npx skills add HHU3637kr/skills --skill shader-dev -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install HHU3637kr/skills shader-dev --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/HHU3637kr/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/shader-dev .claude/skills/shader-dev && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
shader-dev
GitHub stars
145
Used in
3 other repos
Token cost
~4.2k tokens
SKILL.md length
1,332 words
Files
76
Skills in repo
37
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting…

  • Works in 4 steps: Read the Technique Routing Table below… → Read the relevant file(s) from… → If you need deeper understanding (math… → …
  • The user asks to create
  • SKILL.md covers Invocation, Skill Structure, How to Use and Technique Routing Table, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Shader Dev is an agent skill from HHU3637kr/skills. Use when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting, particles, fluids, or post-processing. Do not use for general frontend animation, CSS effects, image editing, or non-shader graphics tasks.

Its SKILL.md is about 4.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 76 other files (for example `reference/ambient-occlusion.md`, `reference/analytic-ray-tracing.md` and `reference/anti-aliasing.md`).

It sits in Game Development, covering Shaders and Image editing. The licence is MIT.

When your agent uses it

  • The user asks to create
  • Explain GLSL/Shadertoy shader code
  • Real-time visual effects such as ray marching
  • Procedural noise

Example prompts

  • “/shader-dev”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  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…
  4. Apply the WebGL2 Adaptation Rules below when generating standalone HTML pages

What it can do on your machine

Read from SKILL.md and the folder at commit a2cccf6. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are glsl and javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Shader Dev loads about 4.2k tokens when it runs. Until then it costs about 80 tokens; SKILL.md has 1,332 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~80
When it runs · the whole SKILL.md, loaded when a task matches
~4.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from HHU3637kr/skills at commit a2cccf6, republished under its MIT licence (© HHU3637kr). 1,332 words, ~4,202 tokens.

Download SKILL.mdSave it as .claude/skills/shader-dev/SKILL.md (or your agent's skills folder). This skill also uses 75 other files; get the full folder from GitHub.
name
shader-dev
description
Use when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting, particles, fluids, or post-processing. Do not use for general frontend animation, CSS effects, image editing, or non-shader graphics tasks.
disable-model-invocation
true
license
MIT
metadata.version
1.0
metadata.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 techniqueCombine with
3D objects / scenes from mathray-marching + sdf-3dlighting-model, shadow-techniques
Complex 3D shapes (booleans, blends)csg-boolean-operationssdf-3d, ray-marching
Infinite repeating patterns in 3Ddomain-repetitionsdf-3d, ray-marching
Organic / warped shapesdomain-warpingprocedural-noise
Fluid / smoke / ink effectsfluid-simulationmultipass-buffer
Particle effects (fire, sparks, snow)particle-systemprocedural-noise, color-palette
Physically-based simulationssimulation-physicsmultipass-buffer
Game of Life / reaction-diffusioncellular-automatamultipass-buffer, color-palette
Ocean / water surfacewater-oceanatmospheric-scattering, lighting-model
Terrain / landscapeterrain-renderingatmospheric-scattering, procedural-noise
Clouds / fog / volumetric firevolumetric-renderingprocedural-noise, atmospheric-scattering
Sky / sunset / atmosphereatmospheric-scatteringvolumetric-rendering
Realistic lighting (PBR, Phong)lighting-modelshadow-techniques, ambient-occlusion
Shadows (soft / hard)shadow-techniqueslighting-model
Ambient occlusionambient-occlusionlighting-model, normal-estimation
Path tracing / global illuminationpath-tracing-gianalytic-ray-tracing, multipass-buffer
Precise ray-geometry intersectionsanalytic-ray-tracinglighting-model
Voxel worlds (Minecraft-style)voxel-renderinglighting-model, shadow-techniques
Noise / FBM texturesprocedural-noisedomain-warping
Tiled 2D patternsprocedural-2d-patternpolar-uv-manipulation
Voronoi / cell patternsvoronoi-cellular-noisecolor-palette
Fractals (Mandelbrot, Julia, 3D)fractal-renderingcolor-palette, polar-uv-manipulation
Color grading / palettescolor-palette—
Bloom / tone mapping / glitchpost-processingmultipass-buffer
Multi-pass ping-pong buffersmultipass-buffer—
Texture / sampling techniquestexture-sampling—
Camera / matrix transformsmatrix-transform—
Surface normalsnormal-estimation—
Polar coords / kaleidoscopepolar-uv-manipulationprocedural-2d-pattern
2D shapes / UI from SDFsdf-2dcolor-palette
Procedural audio / musicsound-synthesis—
SDF tricks / optimizationsdf-trickssdf-3d, ray-marching
Anti-aliased renderinganti-aliasingsdf-2d, post-processing
Depth of field / motion blur / lens effectscamera-effectspost-processing, multipass-buffer
Advanced texture mapping / no-tile texturestexture-mapping-advancedterrain-rendering, texture-sampling
WebGL2 shader errors / debuggingwebgl-pitfalls—

Technique Index

Geometry & SDF
  • sdf-2d — 2D signed distance functions for shapes, UI, anti-aliased rendering
  • sdf-3d — 3D signed distance functions for real-time implicit surface modeling
  • csg-boolean-operations — Constructive solid geometry: union, subtraction, intersection with smooth blending
  • domain-repetition — Infinite space repetition, folding, and limited tiling
  • domain-warping — Distort domains with noise for organic, flowing shapes
  • sdf-tricks — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization
Ray Casting & Lighting
  • ray-marching — Sphere tracing with SDF for 3D scene rendering
  • analytic-ray-tracing — Closed-form ray-primitive intersections (sphere, plane, box, torus)
  • path-tracing-gi — Monte Carlo path tracing for photorealistic global illumination
  • lighting-model — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading
  • shadow-techniques — Hard shadows, soft shadows (penumbra estimation), cascade shadows
  • ambient-occlusion — SDF-based AO, screen-space AO approximation
  • normal-estimation — Finite-difference normals, tetrahedron technique
Simulation & Physics
  • fluid-simulation — Navier-Stokes fluid solver with advection, diffusion, pressure projection
  • simulation-physics — GPU-based physics: springs, cloth, N-body gravity, collision
  • particle-system — Stateless and stateful particle systems (fire, rain, sparks, galaxies)
  • cellular-automata — Game of Life, reaction-diffusion (Turing patterns), sand simulation
Natural Phenomena
  • water-ocean — Gerstner waves, FFT ocean, caustics, underwater fog
  • terrain-rendering — Heightfield ray marching, FBM terrain, erosion
  • atmospheric-scattering — Rayleigh/Mie scattering, god rays, SSS approximation
  • volumetric-rendering — Volume ray marching for clouds, fog, fire, explosions
Procedural Generation
  • procedural-noise — Value noise, Perlin, Simplex, Worley, FBM, ridged noise
  • procedural-2d-pattern — Brick, hexagon, truchet, Islamic geometric patterns
  • voronoi-cellular-noise — Voronoi diagrams, Worley noise, cracked earth, crystal
  • fractal-rendering — Mandelbrot, Julia sets, 3D fractals (Mandelbox, Mandelbulb)
  • color-palette — Cosine palettes, HSL/HSV/Oklab, dynamic color mapping
Post-Processing & Infrastructure
  • post-processing — Bloom, tone mapping (ACES, Reinhard), vignette, chromatic aberration, glitch
  • multipass-buffer — Ping-pong FBO setup, state persistence across frames
  • texture-sampling — Bilinear, bicubic, mipmap, procedural texture lookup
  • matrix-transform — Camera look-at, projection, rotation, orbit controls
  • polar-uv-manipulation — Polar/log-polar coordinates, kaleidoscope, spiral mapping
  • anti-aliasing — SSAA, SDF analytical AA, temporal anti-aliasing (TAA), FXAA post-process
  • camera-effects — Depth of field (thin lens), motion blur, lens distortion, film grain, vignette
  • texture-mapping-advanced — Biplanar mapping, texture repetition avoidance, ray differential filtering
Audio
  • sound-synthesis — Procedural audio in GLSL: oscillators, envelopes, filters, FM synthesis
Debugging & Validation
  • webgl-pitfalls — Common WebGL2/GLSL errors: fragCoord, main() wrapper, function order, macro limitations, uniform null

WebGL2 Adaptation Rules

All technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:

Shader Version & Output
  • Use canvas.getContext("webgl2")
  • Shader first line: #version 300 es, fragment shader adds precision highp float;
  • Fragment shader must declare: out vec4 fragColor;
  • Vertex shader: attribute → in, varying → out
  • Fragment shader: varying → in, gl_FragColor → fragColor, texture2D() → texture()
Fragment Coordinate
  • Use gl_FragCoord.xy instead of fragCoord (WebGL2 does not have fragCoord built-in)
glsl
// WRONG
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
// CORRECT
vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;
main() Wrapper for ShaderToy Templates
  • ShaderToy uses void mainImage(out vec4 fragColor, in vec2 fragCoord)
  • WebGL2 requires standard void main() entry point — always wrap mainImage:
glsl
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    // shader code...
    fragColor = vec4(col, 1.0);
}

void main() {
    mainImage(fragColor, gl_FragCoord.xy);
}
Function Declaration Order
  • GLSL requires functions to be declared before use — either declare before use or reorder:
glsl
// WRONG — getAtmosphere() calls getSunDirection() before it's defined
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!
vec3 getSunDirection() { return normalize(vec3(1.0)); }

// CORRECT — define callee first
vec3 getSunDirection() { return normalize(vec3(1.0)); }
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works
Macro Limitations
  • #define cannot use function calls — use const instead:
glsl
// WRONG
#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))

// CORRECT
const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value
Script Tag Extraction
  • When extracting shader source from <script> tags, ensure #version is the first character — use .trim():
javascript
const fs = document.getElementById('fs').text.trim();
Show full SKILL.md (539 more words)Show less
Common Pitfalls
  • Unused uniforms: Compiler may optimize away unused uniforms, causing gl.getUniformLocation() to return null — always use uniforms in a way the compiler cannot optimize out
  • Loop indices: Use runtime constants in loops, not #define macros in some ES versions
  • Terrain functions: Functions like terrainM(vec2) need XZ components — use terrainM(pos.xz + offset) not terrainM(pos + offset)

HTML Page Setup

When generating a standalone HTML page:

  • Canvas fills the entire viewport, auto-resizes on window resize
  • Page background black, no scrollbars: body { margin: 0; overflow: hidden; background: #000; }
  • Implement ShaderToy-compatible uniforms: iTime, iResolution, iMouse, iFrame
  • For multi-pass effects (Buffer A/B), use WebGL2 framebuffer + ping-pong (see multipass-buffer technique)

Common Pitfalls

JS Variable Declaration Order (TDZ — causes white screen crash)

let/const variables must be declared at the top of the <script> block, before any function that references them:

javascript
// 1. State variables FIRST
let frameCount = 0;
let startTime = Date.now();

// 2. Canvas/GL init, shader compile, FBO creation
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl2');
// ...

// 3. Functions and event bindings LAST
function resize() { /* can now safely reference frameCount */ }
function render() { /* ... */ }
window.addEventListener('resize', resize);

Reason: let/const have a Temporal Dead Zone — referencing them before declaration throws ReferenceError, causing a white screen.

GLSL Compilation Errors (self-check after writing shaders)
  • Function signature mismatch: Call must exactly match definition in parameter count and types. If defined as float fbm(vec3 p), cannot call fbm(uv) with a vec2
  • Reserved words as variable names: Do not use: patch, cast, sample, filter, input, output, common, partition, active
  • Strict type matching: vec3 x = 1.0 is illegal — use vec3 x = vec3(1.0); cannot use .z to access a vec2
  • No ternary on structs: ESSL does not allow ternary operator on struct types — use if/else instead
Performance Budget

Deployment environments may use headless software rendering with limited GPU power. Stay within these limits:

  • Ray marching main loop: ≤ 128 steps
  • Volume sampling / lighting inner loops: ≤ 32 steps
  • FBM octaves: ≤ 6 layers
  • Total nested loop iterations per pixel: ≤ 1000 (exceeding this freezes the browser)

Quick Recipes

Common effect combinations — complete rendering pipelines assembled from technique modules.

Photorealistic SDF Scene
  1. Geometry: sdf-3d (extended primitives) + csg-boolean-operations (cubic/quartic smin)
  2. Rendering: ray-marching + normal-estimation (tetrahedron method)
  3. Lighting: lighting-model (outdoor three-light model) + shadow-techniques (improved soft shadow) + ambient-occlusion
  4. Atmosphere: atmospheric-scattering (height-based fog with sun tint)
  5. Post: post-processing (ACES tone mapping) + anti-aliasing (2x SSAA) + camera-effects (vignette)
Organic / Biological Forms
  1. Geometry: sdf-3d (extended primitives + deformation operators: twist, bend) + csg-boolean (gradient-aware smin for material blending)
  2. Detail: procedural-noise (FBM with derivatives) + domain-warping
  3. Surface: lighting-model (subsurface scattering approximation via half-Lambert)
Procedural Landscape
  1. Terrain: terrain-rendering + procedural-noise (erosion FBM with derivatives)
  2. Texturing: texture-mapping-advanced (biplanar mapping + no-tile)
  3. Sky: atmospheric-scattering (Rayleigh/Mie + height fog)
  4. Water: water-ocean (Gerstner waves) + lighting-model (Fresnel reflections)
Stylized 2D Art
  1. Shapes: sdf-2d (extended library) + sdf-tricks (layered edges, hollowing)
  2. Color: color-palette (cosine palettes) + polar-uv-manipulation (kaleidoscope)
  3. Polish: anti-aliasing (SDF analytical AA) + post-processing (bloom, chromatic aberration)

Shader Debugging Techniques

Visual debugging methods — temporarily replace your output to diagnose issues.

What to checkCodeWhat to look for
Surface normalscol = nor * 0.5 + 0.5;Smooth gradients = correct normals; banding = epsilon too large
Ray march step countcol = vec3(float(steps) / float(MAX_STEPS));Red hotspots = performance bottleneck; uniform = wasted iterations
Depth / distancecol = vec3(t / MAX_DIST);Verify correct hit distances
UV coordinatescol = vec3(uv, 0.0);Check coordinate mapping
SDF distance fieldcol = (d > 0.0 ? vec3(0.9,0.6,0.3) : vec3(0.4,0.7,0.85)) * (0.8 + 0.2*cos(150.0*d));Visualize SDF bands and zero-crossing
Checker pattern (UV)col = vec3(mod(floor(uv.x*10.)+floor(uv.y*10.), 2.0));Verify UV distortion, seams
Lighting onlycol = vec3(shadow); or col = vec3(ao);Isolate shadow/AO contributions
Material IDcol = palette(matId / maxMatId);Verify material assignment

© HHU3637kr, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 75 other files in shader-dev of HHU3637kr/skills.

  • SKILL.md
  • reference/ambient-occlusion.md
  • reference/analytic-ray-tracing.md
  • reference/anti-aliasing.md
  • reference/atmospheric-scattering.md
  • reference/camera-effects.md
  • reference/cellular-automata.md
  • reference/color-palette.md
  • reference/csg-boolean-operations.md
  • reference/domain-repetition.md
  • reference/domain-warping.md
  • reference/fluid-simulation.md
  • reference/fractal-rendering.md
  • reference/lighting-model.md
  • reference/matrix-transform.md
  • reference/multipass-buffer.md
  • reference/normal-estimation.md
  • reference/particle-system.md
  • reference/path-tracing-gi.md
  • reference/polar-uv-manipulation.md
  • … and 56 more

Open the folder on GitHubat commit a2cccf6

Used in 3 other repositories

We found 3 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 3 other GitHub owners. This page covers the copy in HHU3637kr/skills, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Shader Dev next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Handle Sdr Tonemap Lutclshortfuse/renodx4.5k—~7.3kAutomated safety check: PassMIT
Unreal Material and VFX Workflowflopperam/unreal-engine-mcp1.1k—~927Automated safety check: PassNone

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Questions about Shader Dev

What does Shader Dev do?

A skill your agent uses when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting…. Shader Dev is an agent skill from HHU3637kr/skills. Use when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting, particles, fluids, or post-processing.

When should I use Shader Dev?

Shader Dev fits situations like: the user asks to create; explain GLSL/Shadertoy shader code; real-time visual effects such as ray marching; procedural noise.

How do I install Shader Dev in Claude Code?

Run `npx skills add HHU3637kr/skills --skill shader-dev -a claude-code`. Or copy the skill folder (shader-dev in HHU3637kr/skills) into .claude/skills/shader-dev in your project. Claude Code loads it when a task matches its description.

How do I install Shader Dev in Codex?

Run `npx skills add HHU3637kr/skills --skill shader-dev -a codex`. Or copy the skill folder (shader-dev in HHU3637kr/skills) into .agents/skills/shader-dev in your project. Codex loads it when a task matches its description.

Can I use Shader Dev in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add HHU3637kr/skills --skill shader-dev -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/shader-dev, .gemini/skills/shader-dev, .github/skills/shader-dev and .opencode/skills/shader-dev in your project.

What does Shader Dev need to run?

SKILL.md names no scripts, command-line tools or credentials: Shader Dev is instructions for the agent only.

Does Shader Dev access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Shader Dev safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Shader Dev use?

Shader Dev is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Shader Dev use?

About 4.2k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Shader Dev?

Skills that share tags, products or a category with Shader Dev: Pixijs (RSamaium/CanvasEngine, 401 stars), New Experiment (Tresjs/tres, 3.8k stars), Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars) and Handle Sdr Tonemap Lut (clshortfuse/renodx, 4.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Shader Dev?

HHU3637kr (a GitHub user) maintains it in HHU3637kr/skills, which has 145 GitHub stars. The repository holds 37 skills in this directory. The repository was last updated on September 23, 2026.

Source: HHU3637kr/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.