Content
80%Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
An information-dense, well-organized map of where shaders live and how to extend them safely, with strong concrete pointers and guardrails. Weaker on explicit checkpointed workflows and progressive disclosure, since everything lives inline in one file with no sub-references.
Suggestions
Add an explicit validate->fix->retry loop for shader changes, e.g. after editing run the check.js guard and only proceed when the per-file syntax + duplicate-decl scan passes.
Split the TinyShaderFX library API and the Enhanced-water toggle wiring into a references/ file (e.g. TINY_SHADER_FX.md) and link to it from SKILL.md so the overview stays lean.
Consider a short numbered 'making a change' checklist (edit split file, keep guarded names, add #include <colorspace_fragment>, set customProgramCacheKey, run check.js) to make the workflow sequence and its checkpoint explicit.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | Dense, project-specific prose that assumes competence — no padding explaining what GLSL or three.js is; every line carries file paths, uniform names, or guardrails. Not level 2 because there is no unnecessary explanation to tighten. | 3 / 3 |
Actionability | Highly concrete navigation guidance — exact files (engine/landscape/water.js), function names, uniform names, anchor tokens ('<project_vertex>', '<dithering_fragment>'), and copy-paste-ready rules ('customProgramcacheKey is mandatory', 'write map UVs to vMapUv'). Not level 2 because specifics are complete rather than pseudocode; for an instruction-only architecture skill this is actionable reference data. | 3 / 3 |
Workflow Clarity | Sequences exist (the enhanced-water toggle wiring and the on-toggle 'refreshWaterShaderMaterials() then rebuildTerrainRender()' flow) and check.js is named as a guard, but validation checkpoints are implicit rather than spelled out as validate->fix->retry steps. Not level 3 because no explicit checkpointed workflow; not level 1 because steps and guards are clearly listed. | 2 / 3 |
Progressive Disclosure | Single ~120-line SKILL.md with clear section headers but no bundle reference files — the detailed TinyShaderFX library and Enhanced-water sections are inline content that could be split into one-level-deep references. Not level 3 because nothing is split into signaled sub-files; not level 1 because organization is clean and navigable rather than a wall of text. | 2 / 3 |
Total | 10 / 12 Passed |