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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.

69

Quality

84%

Does it follow best practices?

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SecuritybySnyk

Critical

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SKILL.md
Quality
Evals
Security

Quality

Content

76%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

An excellent, dense reference that maps exactly where shaders live and the guard/gotcha constraints, assuming Claude's competence and adding only project-specific value. Its weaknesses are the absence of an explicit edit-then-validate workflow and a monolithic structure that does not exercise progressive disclosure despite its length.

Suggestions

Add a short ordered workflow with an explicit validation checkpoint (e.g. '1. edit the split file under engine/landscape/*.js; 2. run tools/check.js; 3. only then publish.sh') so shader edits have a feedback loop against the guarded build.

Split the TinyShaderFX factory catalog and the enhanced-water toggle wiring into a separate reference file (e.g. references/TINY_SHADER_FX.md) referenced from SKILL.md, giving the overview a cleaner one-level-deep structure.

Include one copy-paste code snippet for the common case (e.g. creating and ticking a makeFoamMaterial emitter) to lift actionability from concrete pointers to fully executable examples.

DimensionReasoningScore

Conciseness

Lean and information-dense with zero concept explanation; every token is project-specific knowledge (file paths, function/uniform names, guard relationships) that Claude would not already know, assuming its competence throughout.

5 / 5

Actionability

Highly actionable guidance naming exact files ('engine/landscape/water.js'), functions ('applyFlowingWaterUVs'), and uniforms, but it is reference-style with no copy-paste code blocks covering common cases like adding a new foam material.

4 / 5

Workflow Clarity

Organized by topic rather than as a sequenced workflow; guard mentions like 'check.js guards these names — keep them' exist but there is no explicit validate-after-edit checkpoint or feedback loop for shader changes that can break the guarded build.

3 / 5

Progressive Disclosure

Well-organized into clear section headers (Authoritative shader files, Ocean water, Enhanced water, TinyShaderFX, Guard/gotchas) and self-contained with no external bundle files, but it is a fairly long monolithic reference whose TinyShaderFX/enhanced-water details could be split into separate reference files.

4 / 5

Total

16

/

20

Passed

Description

92%Weight 40%Scale 1-5

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 tightly scoped, concrete description with an explicit 'Use when' trigger and a rich enumeration of the effect types it covers. It clearly answers both what and when with minimal conflict risk, lacking only a few synonyms/file-extension triggers for a perfect trigger-term score.

DimensionReasoningScore

Specificity

Lists multiple concrete actions ('adding or changing GLSL effects') and enumerates specific effect types (water, waterfalls, foam, smoke, explosions, damage/wear overlays) plus the TinyShaderFX library, giving comprehensive coverage.

5 / 5

Completeness

Explicitly answers both what ('adding or changing GLSL effects...') and when (the 'Use when...' clause) with concrete trigger phrases, matching the top anchor.

5 / 5

Trigger Term Quality

Strong natural keywords a user would say ('waterfalls', 'foam', 'smoke', 'explosions', 'landscape water', 'GLSL effects'), but lacks synonyms/file extensions like 'shader', '.frag', '.vert' that would push it to comprehensive.

4 / 5

Distinctiveness Conflict Risk

A clear niche scoped to Tiny World Builder's GLSL/TinyShaderFX surface with distinct triggers; minimal risk of firing for an unrelated skill.

5 / 5

Total

19

/

20

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

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