CtrlK
BlogDocsLog inGet started
Tessl Logo

tinyworld-shader-fx

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.

73

Quality

90%

Does it follow best practices?

Run evals on this skill

Adds up to 20 points to the overall score

View guide

SecuritybySnyk

Critical

Do not install without reviewing

SKILL.md
Quality
Evals
Security

Quality

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.

DimensionReasoningScore

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

Description

100%

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A tight, trigger-led description that names concrete effect types and the reusable library, scoped to a single project. It cleanly answers both what and when with natural trigger terms.

DimensionReasoningScore

Specificity

Lists multiple concrete actions and targets — 'adding or changing GLSL effects', 'landscape water, waterfalls, foam, smoke, explosions, damage/wear overlays, or the reusable TinyShaderFX library' — rather than vague language.

3 / 3

Completeness

Explicitly answers both: what ('adding or changing GLSL effects... TinyShaderFX library') and when ('Use when adding or changing GLSL effects in Tiny World Builder'), with an explicit 'Use when' trigger clause.

3 / 3

Trigger Term Quality

Natural domain terms a user of this codebase would actually say — 'GLSL effects', 'waterfalls', 'foam', 'smoke', 'explosions', 'TinyShaderFX' — with good coverage and no opaque jargon-only phrasing.

3 / 3

Distinctiveness Conflict Risk

Tightly scoped to 'Tiny World Builder' shaders and the named TinyShaderFX library — a clear niche unlikely to fire for unrelated skills.

3 / 3

Total

12

/

12

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
jasonkneen/tiny-world-builder
Reviewed

Table of Contents

Is this your skill?

If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.