Pixijs
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
A skill your agent uses when adding or changing GLSL effects in Tiny World Builder — landscape water, waterfalls, foam, smoke, explosions, damage/wear overlays, or the reusable TinyShaderFX library.
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-shader-fx -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-shader-fx --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.codex/skills/tinyworld-shader-fx .claude/skills/tinyworld-shader-fx && rm -rf skills-srcUse ~/.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/
Install the "tinyworld-shader-fx" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-shader-fx into .claude/skills/tinyworld-shader-fx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-shader-fx", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-shader-fxType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-shader-fx -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-shader-fx --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.codex/skills/tinyworld-shader-fx .agents/skills/tinyworld-shader-fx && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "tinyworld-shader-fx" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-shader-fx into .agents/skills/tinyworld-shader-fx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-shader-fx", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-shader-fx -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-shader-fx --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.codex/skills/tinyworld-shader-fx .cursor/skills/tinyworld-shader-fx && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "tinyworld-shader-fx" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-shader-fx into .cursor/skills/tinyworld-shader-fx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-shader-fx", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jasonkneen/tiny-world-builder.git --path .codex/skills/tinyworld-shader-fx--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-shader-fx -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-shader-fx --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.codex/skills/tinyworld-shader-fx .gemini/skills/tinyworld-shader-fx && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "tinyworld-shader-fx" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-shader-fx into .gemini/skills/tinyworld-shader-fx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-shader-fx", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-shader-fxInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-shader-fx -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .github/skills && cp -r skills-src/.codex/skills/tinyworld-shader-fx .github/skills/tinyworld-shader-fx && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "tinyworld-shader-fx" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-shader-fx into .github/skills/tinyworld-shader-fx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-shader-fx", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-shader-fx -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jasonkneen/tiny-world-builder tinyworld-shader-fx --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.codex/skills/tinyworld-shader-fx .opencode/skills/tinyworld-shader-fx && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "tinyworld-shader-fx" agent skill from https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-shader-fx into .opencode/skills/tinyworld-shader-fx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "tinyworld-shader-fx", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
tinyworld-shader-fxA skill your agent uses when adding or changing GLSL effects in Tiny World Builder — landscape water, waterfalls, foam, smoke, explosions, damage/wear overlays, or the reusable TinyShaderFX library.
Tinyworld Shader Fx is an agent skill from jasonkneen/tiny-world-builder. Use when adding or changing GLSL effects in Tiny World Builder — landscape water, waterfalls, foam, smoke, explosions, damage/wear overlays, or the reusable TinyShaderFX library. Covers where shaders live, the override relationship between LandscapeEngine.js and engine/landscape/.js, and the procedural-noise toolkit.
Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Shaders. The licence is AGPL-3.0.
Read from SKILL.md and the folder at commit 49e8abd. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Tinyworld Shader Fx loads about 1.9k tokens when it runs. Until then it costs about 85 tokens; SKILL.md has 806 words of instructions outside code blocks.
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.
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.
The full file from jasonkneen/tiny-world-builder at commit 49e8abd, republished under its AGPL-3.0 licence (© jasonkneen). 806 words, ~1,893 tokens.
.claude/skills/tinyworld-shader-fx/SKILL.md (or your agent's skills folder).Where the shaders live and how to extend them without breaking the guarded build.
engine/landscape/shaders.js — SAND_VS, SAND_FS, LOWPOLY_FSsandMat / sandMatLowPoly ShaderMaterials.engine/landscape/water.js — the animated reflective ocean plane.Object.assign(LandscapeEngine.prototype, {...}) after
LandscapeEngine.js defines the class, so they override the inline
_initSharedShaders / _initWater copies still present in LandscapeEngine.js
(lines ~302 / ~893). The split files are the live ones — edit those. The inline
copies are dead but left in place; don't rely on them.time + cameraPos uniforms are advanced in LandscapeEngine.update().engine/world/05-tile-factory.js
(getWaterfallCurtainMaterial, getWaterfallSurfaceMaterial, foam puffs) driven
by updateWaterfallEffects(t) / tickWaterTextureFlow(dt) in the animation loop.
check.js guards these names — keep them.Stylized, cheap (~9 value-noise taps). Uniforms worth knowing:
flowDir (vec2) — scroll direction; two layers flow along it and its perpendicular.foamColor / foamAmount — wave-crest + shoreline foam.specPower — Blinn-Phong sun-glint tightness.posterize — cel banding levels (12 reproduces the original look; 0 disables).planetDistance* — distance tint, kept in parity with the terrain materials.Enhanced ocean water samples the shared planar reflection target from 01-render-core.js
(tw-water-planar-reflection) via reflectionMatrix, then layers a localized refractive
bend: refract(-viewDir, norm, 0.7502). Keep the runwayR discard, the clip-box block,
fog, and posterize tail intact.
The default-visible water is voxel tiles (M.water/M.waterDk, Lambert), not
the landscape ocean. A Settings toggle upgrades water everywhere:
render-enhanced-water checkbox (HTML, Environment panel) ↔
renderEnhancedWater global (01-render-core.js, default on) ↔
tinyworld:render:enhancedWater. Wired in 21-object-transform-voxel-build.js
(el ref, listener loop, applyFromControls, persistSettings, syncControls)
exactly like the planesEnabled toggle. New key, no RENDER_SETTINGS_VERSION bump.applyFlowingWaterUVs (04-textures.js) — the single
onBeforeCompile chokepoint for every water material (base + flow clones). Stays
Lambert; projects each water vertex into the shared planar reflection texture, then adds
refractive bend, ripple-normal sheen, Blinn-Phong glint, and crest foam, masked by
vTwWaterNrm.y so sides stay calm. The refractive sampler must use the derived
world-flow UV (vTwWaterSurfaceUv / the same coordinates assigned to vMapUv), not
raw mesh vUv. Shared waterShaderTimeUniform advanced in tickWaterTextureFlow.
customProgramCacheKey is mandatory here — without it three.js would reuse the wrong
program when the toggle flips (onBeforeCompile output isn't in the default cache key).
Include the shader-variant string in both the program key and flow-material cache key
when the injected shader source changes.twWaterReflectionCapture() in 01-render-core.js renders
the scene from a mirrored camera into tw-water-planar-reflection, hides reflective
water meshes during the pass, and clips below-water geometry so underside slabs do not
pollute the reflection. Water materials opt in with material.userData.twWaterReflective.uEnhance uniform in water.js scales foam/sheen/subsurface and the
material samples the same planar reflection uniforms.refreshWaterShaderMaterials() (clears waterFlowMaterialCache, resets the
base materials) then rebuildTerrainRender(); the handler also sets the live landscape
uEnhance. Waterfalls are untouched (separate shaders).ripples is intentionally neutral/no-stripe.
Do not re-add baked horizontal/wavy line decals there; visible motion should
come from the reflective/refractive shader and shoreline/waterfall edge foam.IIFE exposing window.TinyShaderFX. 4-space body indent on purpose — the
duplicate-declaration guard in tools/check.js only scans 2-space top-level
decls, so anything deeper is ignored. Keep new locals inside the IIFE.
Factories (all procedural, no textures/render targets):
makeWaterFlowMaterial(opts) — flowing river/pond surface for flat planes.makeWaterfallMaterial(opts) — vertical falling-water curtain (UV.y = top→bottom).makeFoamMaterial(opts) — shoreline/splash/wake foam ribbon (foam near UV.y=0).makeSmokeMaterial(opts) — dissolving smoke billboard; drive uAge 0→1.makeExplosionMaterial(opts) — fireball; drive uProgress 0→1 and scale the mesh.applyWear(material, opts) — patches any stock Lambert/Standard/Phong/Basic
material with procedural grime/cracks/scuffs via onBeforeCompile
(anchors on <project_vertex> and <dithering_fragment>, present in every
stock template). Returns the material with a setWear(amount) helper.Animated materials expose uTime and self-register via track(). The loop calls
window.__tinyworldShaderFXTick(t, dt) (wired in 25-animation-loop-schema.js,
tick.effects bucket). Materials you build elsewhere advance for free if their
uniform is named uTime and you pass them through TinyShaderFX.track().
TinyShaderFX.GLSL_NOISE is a prependable chunk of fxHash/fxNoise/fxFbm/ fxFresnel/fxPosterize (the fx-prefix avoids collisions with stock chunks).
Reuse it for new ShaderMaterials instead of re-deriving noise.
?shaderfx=demo (or =1) drops a gallery near the origin; TinyShaderFX.demo(scene)
does the same on demand. It's opt-in so default scenes are untouched.
engine/** files are auto-collected by check.js (per-file new Function
syntax check + cross-file duplicate-decl scan) and copied to dist/ by
publish.sh — no extra wiring beyond the <script src> tag in the HTML.#include <colorspace_fragment> at the end to match
the app's r185 output color space (the waterfall + FX materials all do this).material.map, write map UVs to r185's
vMapUv (guarded by #ifdef USE_MAP), not the old generic vUv. vUv only
exists when USE_UV is defined; map sampling uses <map_fragment> → vMapUv.gl_FragColor, constant-bound for loops, and cameraPosition
(auto-injected) in ShaderMaterial.MeshBasicMaterial pipeline to a
ShaderMaterial — it's cached/cloned by getCachedParticleMaterial. Use
makeSmokeMaterial for new emitters instead.© jasonkneen, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .codex/skills/tinyworld-shader-fx of jasonkneen/tiny-world-builder.
Open the folder on GitHubat commit 49e8abd
Tinyworld Shader Fx 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Tinyworld Shader Fx this skilljasonkneen/tiny-world-builder | 1.6k | — | ~1.9k | Automated safety check: Pass | AGPL-3.0 | |
| PixijsRSamaium/CanvasEngine | 401 | 2 repos | ~1.6k | Automated safety check: Pass | MIT | |
| New ExperimentTresjs/tres | 3.8k | — | ~782 | Automated safety check: Pass | MIT | |
| Assets Shader List AllIvanMurzak/Unity-MCP | 4.4k | — | ~435 | Automated safety check: Pass | Apache-2.0 | |
| Handle Sdr Tonemap Lutclshortfuse/renodx | 4.5k | — | ~7.3k | Automated safety check: Pass | MIT | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None |
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
IvanMurzak/Unity-MCP
List all shaders available in the project assets and packages, sorted by name.
clshortfuse/renodx
RenoDX HLSL/Slang shader workflow for proven shader-side SDR tonemap, hard clip, LUT, color grade, and HDR bridge changes.
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
BANANASJIM/rdc-cli
A skill your agent uses when working with RenderDoc capture files (.rdc), analyzing GPU frames, tracing shaders, inspecting draw calls, or running CI assertions against GPU captures.
jasonkneen/tiny-world-builder
Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js.
jasonkneen/tiny-world-builder
create robust, browser-runnable three.js primitive reconstructions from static low-poly, voxel, isometric, or stylized game-art reference images.
jasonkneen/tiny-world-builder
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jasonkneen/tiny-world-builder
A skill your agent uses when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder.
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Categories
A skill your agent uses when adding or changing GLSL effects in Tiny World Builder — landscape water, waterfalls, foam, smoke, explosions, damage/wear overlays, or the reusable TinyShaderFX library. Tinyworld Shader Fx is an agent skill from jasonkneen/tiny-world-builder. Use when adding or changing GLSL effects in Tiny World Builder — landscape water, waterfalls, foam, smoke, explosions, damage/wear overlays, or the reusable TinyShaderFX library.
Tinyworld Shader Fx fits situations like: changing GLSL effects in Tiny World Builder — landscape water; damage/wear overlays; the reusable TinyShaderFX library.
Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-shader-fx -a claude-code`. Or copy the skill folder (.codex/skills/tinyworld-shader-fx in jasonkneen/tiny-world-builder) into .claude/skills/tinyworld-shader-fx in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-shader-fx -a codex`. Or copy the skill folder (.codex/skills/tinyworld-shader-fx in jasonkneen/tiny-world-builder) into .agents/skills/tinyworld-shader-fx in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-shader-fx -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/tinyworld-shader-fx, .gemini/skills/tinyworld-shader-fx, .github/skills/tinyworld-shader-fx and .opencode/skills/tinyworld-shader-fx in your project.
SKILL.md names no scripts, command-line tools or credentials: Tinyworld Shader Fx is instructions for the agent only.
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.
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.
Tinyworld Shader Fx is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.9k tokens (SKILL.md is roughly 7.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Tinyworld Shader Fx: 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.
jasonkneen (a GitHub user) maintains it in jasonkneen/tiny-world-builder, which has 1,592 GitHub stars. The repository holds 29 skills in this directory. The repository was last updated on October 10, 2026.
Source: jasonkneen/tiny-world-builder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.