Registry indexed
CustomShader authoring — vertexShaderText and fragmentShaderText against VertexInput, FragmentInput, FeatureIds, Metadata, czm_modelMaterial. Use when reading EXT_mesh_features or EXT_structural_metadata property textures/tables, vertex displacement, or shading VoxelPrimitive.
CustomShader authoring — vertexShaderText and fragmentShaderText against VertexInput, FragmentInput, FeatureIds, Metadata, czm_modelMaterial. Use when reading EXT_mesh_features or EXT_structural_metadata property textures/tables, vertex displacement, or shading VoxelPrimitive.
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Version baseline: CesiumJS 1.143. All imports use ES module style.
CustomShader injects user GLSL into the Model / Cesium3DTileset / VoxelPrimitive rendering pipeline. It exposes glTF attributes, feature IDs, and EXT_structural_metadata to per-vertex and per-fragment code, and returns values through the built-in czm_modelVertexOutput and czm_modelMaterial structs.
Use this skill for writing the shader body. Use:
cesiumjs-materials-shaders — for Fabric Material, ImageBasedLighting, PostProcessStage (bloom, SSAO, FXAA, tonemapping).cesiumjs-3d-tiles — for declarative per-feature coloring via Cesium3DTileStyle, and for VoxelPrimitive setup/configuration.cesiumjs-models-particles — for Model.fromGltfAsync, animations, ModelFeature.getProperty().Material for entity polylines/polygons/walls — see cesiumjs-materials-shaders.PostProcessStage screen-space effects — see cesiumjs-materials-shaders.ImageBasedLighting — see cesiumjs-materials-shaders.Cesium3DTileStyle declarative JSON styling — see cesiumjs-3d-tiles. Do not combine with CustomShader on the same tileset.EXT_structural_metadata / EXT_mesh_features in glTF — tooling concern, not runtime.import { CustomShader, Model } from "cesium";
const shader = new CustomShader({
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
material.diffuse = vec3(1.0, 0.0, 0.0);
material.alpha = 0.8;
}
`,
});
const model = await Model.fromGltfAsync({ url: "./aircraft.glb", customShader: shader });
viewer.scene.primitives.add(model);
Model — constructor option or mutable property:
const model = await Model.fromGltfAsync({ url, customShader });
model.customShader = newShader; // hot-swap
model.customShader = undefined; // clear
Cesium3DTileset — constructor option or mutable property. Only Model-backed tile content is affected (not native I3S or other formats):
const tileset = await Cesium3DTileset.fromUrl(url, { customShader });
tileset.customShader = newShader;
Per the
Cesium3DTileset.customShaderJSDoc: "Using custom shaders with aCesium3DTileStylemay lead to undefined behavior." The property is also marked@experimental— it uses 3D Tiles spec surface that is not final and may change without Cesium's standard deprecation policy.
VoxelPrimitive — fragment-only subset (see "VoxelPrimitive shader subset" below):
const voxelPrimitive = new VoxelPrimitive({ provider, customShader });
The engine calls customShader.update(frameState) automatically each frame. When finished with a CustomShader, call customShader.destroy() to release GPU texture resources owned by its TextureManager.
new CustomShader({
mode, // CustomShaderMode — default MODIFY_MATERIAL
lightingModel, // LightingModel — if omitted, model's default is preserved
translucencyMode, // CustomShaderTranslucencyMode — default INHERIT
uniforms, // { [name]: { type: UniformType, value } } — default {}
varyings, // { [name]: VaryingType } — default {}
vertexShaderText, // string or undefined
fragmentShaderText, // string or undefined
});
Either vertexShaderText or fragmentShaderText is typically required. See REFERENCE.md for exhaustive enum values.
The runtime calls these from generated pipeline stages. Parameter names are part of the contract — renaming them breaks the shader.
void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) { ... }
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) { ... }
Declare uniforms with { type, value }. The type is a UniformType value; the JS value type must match (e.g. VEC3 → Cartesian3). Uniforms are accessible in GLSL by their declared name.
import { CustomShader, UniformType, TextureUniform, Cartesian3 } from "cesium";
const shader = new CustomShader({
uniforms: {
u_tint: { type: UniformType.VEC3, value: new Cartesian3(1.0, 0.5, 0.2) },
u_time: { type: UniformType.FLOAT, value: 0.0 },
u_detail: { type: UniformType.SAMPLER_2D, value: new TextureUniform({ url: "./detail.png", repeat: true }) },
},
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
vec3 d = texture(u_detail, fsInput.attributes.texCoord_0).rgb;
material.diffuse = mix(material.diffuse, u_tint, d.r + 0.1 * sin(u_time));
}
`,
});
// Update at runtime. For Cartesian/Matrix values, setUniform clones into existing storage.
shader.setUniform("u_time", performance.now() / 1000);
TextureUniform accepts either url (string or Resource) or typedArray + width + height — exactly one (constructor throws otherwise). Other options: repeat (default true), pixelFormat, pixelDatatype, minificationFilter, magnificationFilter, maximumAnisotropy.
SAMPLER_CUBE is declared on UniformType but rejected at construction — throws DeveloperError("CustomShader does not support samplerCube uniforms"). Only SAMPLER_2D is supported.
Declared varyings are emitted as out <type> <name> in the vertex shader and in <type> <name> in the fragment shader. Write in vertex, read in fragment.
import { CustomShader, VaryingType } from "cesium";
const shader = new CustomShader({
varyings: { v_worldHeight: VaryingType.FLOAT },
vertexShaderText: `
void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
v_worldHeight = vsInput.attributes.positionMC.z;
}
`,
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
float t = clamp(v_worldHeight / 100.0, 0.0, 1.0);
material.diffuse = mix(vec3(0.2,0.4,0.8), vec3(1.0,0.8,0.2), t);
}
`,
});
VaryingType supports FLOAT, VEC2–VEC4, MAT2–MAT4. No INT/BOOL/SAMPLER variants.
CustomShaderMode:
MODIFY_MATERIAL (default) — runs after the material stage, before lighting. czm_modelMaterial is populated with PBR/texture results; the shader refines them.REPLACE_MATERIAL — skips the material stage entirely. Shader sets every field procedurally. Cheaper when the source material is not needed.LightingModel:
UNLIT — skip lighting; material.diffuse becomes the final color (alpha still applied). Flat-shaded.PBR — physically-based with IBL when available.Pair REPLACE_MATERIAL + UNLIT for pure procedural flat shading (no material sampling, no lighting).
CustomShaderTranslucencyMode governs how alpha writes interact with the render pass:
INHERIT (default) — alpha is only honored if the source material is translucent.OPAQUE — force opaque pass.TRANSLUCENT — force translucent pass.Pitfall: writing material.alpha on an opaque model with INHERIT silently does nothing. Set translucencyMode: CustomShaderTranslucencyMode.TRANSLUCENT to make alpha writes effective. See examples/04-translucent-override.js.
vsInput.attributes and fsInput.attributes expose glTF vertex attributes. Names are case-sensitive and coordinate-space suffixes are required — the constructor rejects bare position/normal/tangent/bitangent.
Common fields (full table in REFERENCE.md):
positionMC — model coords, valid in VS and FSpositionWC — world (ECEF) coords, fragment only, low-precisionpositionEC — eye coords, fragment onlynormalMC / normalEC — vertex / fragmenttangentMC / tangentEC, bitangentMC / bitangentECtexCoord_N, color_N, joints_N, weights_NCoordinate-space validation. The constructor scans shader text and throws
DeveloperError("<name> is not available in the <stage> shader. Did you mean <alt> instead?")for invalid combinations. Examples:positionECin vertex,normalMCin fragment.
Custom underscore-prefixed glTF attributes (_FEATURE_ID_0, _SURFACE_TEMP) are lowercased and un-prefixed: fsInput.attributes.surface_temp.
vsInput.featureIds / fsInput.featureIds unify three glTF sources into one struct:
featureId_N — feature ID attributes and implicit attributes from EXT_mesh_features (N is the array index in the primitive's featureIds array). Also covers feature ID textures, which are fragment-shader-only.instanceFeatureId_N — per-instance feature IDs from EXT_instance_features + EXT_mesh_gpu_instancing."label": "perVertex", then featureIds.perVertex is also available.BATCH_ID / _BATCHID → transparently renamed to featureId_0.GLSL type is always int. WebGL 1 loses precision above 2^24.
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
int id = fsInput.featureIds.featureId_0;
if (id == 0) material.diffuse = vec3(1.0, 0.2, 0.2); // roof
else if (id == 1) material.diffuse = vec3(0.2, 0.8, 0.2); // wall
}
See examples/03-feature-id-tileset.js.
EXT_structural_metadata surfaces three source types (all addressable from shaders as of 1.139):
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
float t = fsInput.metadata.temperature;
float tMin = fsInput.metadataStatistics.temperature.minValue;
float tMax = fsInput.metadataStatistics.temperature.maxValue;
float v = (t - tMin) / (tMax - tMin);
material.diffuse = vec3(v, 0.0, 1.0 - v);
}
Property ID sanitization (GLSL identifier rules):
_ (temperature ℃ → temperature_)gl_ stripped (gl_custom → custom)_ (12345 → _12345)Sibling structs: metadataClass.<prop>.noData | defaultValue | minValue | maxValue (class-schema bounds) and metadataStatistics.<prop>.minValue | maxValue | mean | median | standardDeviation | variance | sum (populated only when tileset.json declares statistics).
1.139 breaking change (#13135): unsigned integer metadata is no longer cast to signed int. Assigning a
UINTproperty to a GLSLint(int x = fsInput.metadata.myUint;) no longer compiles. Use the matching unsigned type.
Public assets without EXT_structural_metadata on a .glb are scarce — most real-world metadata lives on 3D Tiles. See examples/06-metadata-ramp.js (Cesium3DTileset target).
czm_modelVertexOutput (vertex shader's inout vsOutput):
struct czm_modelVertexOutput {
vec3 positionMC; // initialized to vsInput.attributes.positionMC
float pointSize; // overrides gl_PointSize and Cesium3DTileStyle point sizing
};
Gotcha: mutating
positionMCdisplaces vertices but does not update the primitive's bounding sphere. Heavily displaced vertices can be frustum-culled.
czm_modelMaterial (fragment sh
name: cesiumjs-custom-shader description: "CustomShader authoring — vertexShaderText and fragmentShaderText against VertexInput, FragmentInput, FeatureIds, Metadata, czm_modelMaterial. Use when reading EXT_mesh_features or EXT_structural_metadata property textures/tables, vertex displacement, or shading VoxelPrimitive."
---
name: cesiumjs-custom-shader
description: "CustomShader authoring — vertexShaderText and fragmentShaderText against VertexInput, FragmentInput, FeatureIds, Metadata, czm_modelMaterial. Use when reading EXT_mesh_features or EXT_structural_metadata property textures/tables, vertex displacement, or shading VoxelPrimitive."
---
# CesiumJS CustomShader
Version baseline: CesiumJS 1.143. All imports use ES module style.
`CustomShader` injects user GLSL into the `Model` / `Cesium3DTileset` / `VoxelPrimitive` rendering pipeline. It exposes glTF attributes, feature IDs, and `EXT_structural_metadata` to per-vertex and per-fragment code, and returns values through the built-in `czm_modelVertexOutput` and `czm_modelMaterial` structs.
Use this skill for **writing the shader body**. Use:
- `cesiumjs-materials-shaders` — for Fabric `Material`, `ImageBasedLighting`, `PostProcessStage` (bloom, SSAO, FXAA, tonemapping).
- `cesiumjs-3d-tiles` — for declarative per-feature coloring via `Cesium3DTileStyle`, and for `VoxelPrimitive` setup/configuration.
- `cesiumjs-models-particles` — for `Model.fromGltfAsync`, animations, `ModelFeature.getProperty()`.
## Out of scope
- **Fabric `Material`** for entity polylines/polygons/walls — see `cesiumjs-materials-shaders`.
- **`PostProcessStage`** screen-space effects — see `cesiumjs-materials-shaders`.
- **`ImageBasedLighting`** — see `cesiumjs-materials-shaders`.
- **`Cesium3DTileStyle`** declarative JSON styling — see `cesiumjs-3d-tiles`. **Do not combine with CustomShader on the same tileset.**
- **Authoring `EXT_structural_metadata` / `EXT_mesh_features` in glTF** — tooling concern, not runtime.
## Minimal example
```js
import { CustomShader, Model } from "cesium";
const shader = new CustomShader({
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
material.diffuse = vec3(1.0, 0.0, 0.0);
material.alpha = 0.8;
}
`,
});
const model = await Model.fromGltfAsync({ url: "./aircraft.glb", customShader: shader });
viewer.scene.primitives.add(model);
```
## Applying a CustomShader
**Model** — constructor option or mutable property:
```js
const model = await Model.fromGltfAsync({ url, customShader });
model.customShader = newShader; // hot-swap
model.customShader = undefined; // clear
```
**Cesium3DTileset** — constructor option or mutable property. Only `Model`-backed tile content is affected (not native I3S or other formats):
```js
const tileset = await Cesium3DTileset.fromUrl(url, { customShader });
tileset.customShader = newShader;
```
> Per the `Cesium3DTileset.customShader` JSDoc: *"Using custom shaders with a `Cesium3DTileStyle` may lead to undefined behavior."* The property is also marked `@experimental` — it uses 3D Tiles spec surface that is not final and may change without Cesium's standard deprecation policy.
**VoxelPrimitive** — fragment-only subset (see "VoxelPrimitive shader subset" below):
```js
const voxelPrimitive = new VoxelPrimitive({ provider, customShader });
```
The engine calls `customShader.update(frameState)` automatically each frame. When finished with a CustomShader, call `customShader.destroy()` to release GPU texture resources owned by its `TextureManager`.
## Constructor reference
```js
new CustomShader({
mode, // CustomShaderMode — default MODIFY_MATERIAL
lightingModel, // LightingModel — if omitted, model's default is preserved
translucencyMode, // CustomShaderTranslucencyMode — default INHERIT
uniforms, // { [name]: { type: UniformType, value } } — default {}
varyings, // { [name]: VaryingType } — default {}
vertexShaderText, // string or undefined
fragmentShaderText, // string or undefined
});
```
Either `vertexShaderText` or `fragmentShaderText` is typically required. See `REFERENCE.md` for exhaustive enum values.
## Shader function signatures
The runtime calls these from generated pipeline stages. Parameter names are part of the contract — renaming them breaks the shader.
```glsl
void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) { ... }
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) { ... }
```
## Uniforms
Declare uniforms with `{ type, value }`. The type is a `UniformType` value; the JS value type must match (e.g. `VEC3` → `Cartesian3`). Uniforms are accessible in GLSL by their declared name.
```js
import { CustomShader, UniformType, TextureUniform, Cartesian3 } from "cesium";
const shader = new CustomShader({
uniforms: {
u_tint: { type: UniformType.VEC3, value: new Cartesian3(1.0, 0.5, 0.2) },
u_time: { type: UniformType.FLOAT, value: 0.0 },
u_detail: { type: UniformType.SAMPLER_2D, value: new TextureUniform({ url: "./detail.png", repeat: true }) },
},
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
vec3 d = texture(u_detail, fsInput.attributes.texCoord_0).rgb;
material.diffuse = mix(material.diffuse, u_tint, d.r + 0.1 * sin(u_time));
}
`,
});
// Update at runtime. For Cartesian/Matrix values, setUniform clones into existing storage.
shader.setUniform("u_time", performance.now() / 1000);
```
`TextureUniform` accepts either `url` (string or `Resource`) or `typedArray` + `width` + `height` — **exactly one** (constructor throws otherwise). Other options: `repeat` (default `true`), `pixelFormat`, `pixelDatatype`, `minificationFilter`, `magnificationFilter`, `maximumAnisotropy`.
**`SAMPLER_CUBE` is declared on `UniformType` but rejected at construction** — throws `DeveloperError("CustomShader does not support samplerCube uniforms")`. Only `SAMPLER_2D` is supported.
## Varyings
Declared varyings are emitted as `out <type> <name>` in the vertex shader and `in <type> <name>` in the fragment shader. Write in vertex, read in fragment.
```js
import { CustomShader, VaryingType } from "cesium";
const shader = new CustomShader({
varyings: { v_worldHeight: VaryingType.FLOAT },
vertexShaderText: `
void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
v_worldHeight = vsInput.attributes.positionMC.z;
}
`,
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
float t = clamp(v_worldHeight / 100.0, 0.0, 1.0);
material.diffuse = mix(vec3(0.2,0.4,0.8), vec3(1.0,0.8,0.2), t);
}
`,
});
```
`VaryingType` supports `FLOAT`, `VEC2`–`VEC4`, `MAT2`–`MAT4`. No `INT`/`BOOL`/`SAMPLER` variants.
## Modes & lighting
**`CustomShaderMode`:**
- `MODIFY_MATERIAL` (default) — runs after the material stage, before lighting. `czm_modelMaterial` is populated with PBR/texture results; the shader refines them.
- `REPLACE_MATERIAL` — skips the material stage entirely. Shader sets every field procedurally. Cheaper when the source material is not needed.
**`LightingModel`:**
- `UNLIT` — skip lighting; `material.diffuse` becomes the final color (alpha still applied). Flat-shaded.
- `PBR` — physically-based with IBL when available.
- *Omitted* — preserves the model's default lighting. Omit unless overriding intentionally.
Pair `REPLACE_MATERIAL` + `UNLIT` for pure procedural flat shading (no material sampling, no lighting).
## Translucency
`CustomShaderTranslucencyMode` governs how alpha writes interact with the render pass:
- `INHERIT` (default) — alpha is only honored if the source material is translucent.
- `OPAQUE` — force opaque pass.
- `TRANSLUCENT` — force translucent pass.
**Pitfall:** writing `material.alpha` on an opaque model with `INHERIT` silently does nothing. Set `translucencyMode: CustomShaderTranslucencyMode.TRANSLUCENT` to make alpha writes effective. See `examples/04-translucent-override.js`.
## Attributes
`vsInput.attributes` and `fsInput.attributes` expose glTF vertex attributes. Names are case-sensitive and coordinate-space suffixes are required — the constructor rejects bare `position`/`normal`/`tangent`/`bitangent`.
Common fields (full table in `REFERENCE.md`):
- `positionMC` — model coords, valid in VS and FS
- `positionWC` — world (ECEF) coords, **fragment only**, low-precision
- `positionEC` — eye coords, **fragment only**
- `normalMC` / `normalEC` — vertex / fragment
- `tangentMC` / `tangentEC`, `bitangentMC` / `bitangentEC`
- `texCoord_N`, `color_N`, `joints_N`, `weights_N`
> **Coordinate-space validation.** The constructor scans shader text and throws `DeveloperError("<name> is not available in the <stage> shader. Did you mean <alt> instead?")` for invalid combinations. Examples: `positionEC` in vertex, `normalMC` in fragment.
Custom underscore-prefixed glTF attributes (`_FEATURE_ID_0`, `_SURFACE_TEMP`) are lowercased and un-prefixed: `fsInput.attributes.surface_temp`.
## FeatureIds
`vsInput.featureIds` / `fsInput.featureIds` unify three glTF sources into one struct:
- `featureId_N` — feature ID attributes and implicit attributes from `EXT_mesh_features` (N is the array index in the primitive's `featureIds` array). Also covers feature ID **textures**, which are fragment-shader-only.
- `instanceFeatureId_N` — per-instance feature IDs from `EXT_instance_features` + `EXT_mesh_gpu_instancing`.
- Named aliases — if glTF specifies `"label": "perVertex"`, then `featureIds.perVertex` is also available.
- Legacy 3D Tiles 1.0 `BATCH_ID` / `_BATCHID` → transparently renamed to `featureId_0`.
GLSL type is always `int`. WebGL 1 loses precision above 2^24.
```glsl
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
int id = fsInput.featureIds.featureId_0;
if (id == 0) material.diffuse = vec3(1.0, 0.2, 0.2); // roof
else if (id == 1) material.diffuse = vec3(0.2, 0.8, 0.2); // wall
}
```
See `examples/03-feature-id-tileset.js`.
## Metadata
`EXT_structural_metadata` surfaces three source types (all addressable from shaders as of 1.139):
- **Property attributes** — per-vertex. Vertex and fragment shaders.
- **Property textures** — per-texel. **Fragment only.**
- **Property tables** — per-feature, keyed by feature ID. **Added in 1.139 (#13124).**
```glsl
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
float t = fsInput.metadata.temperature;
float tMin = fsInput.metadataStatistics.temperature.minValue;
float tMax = fsInput.metadataStatistics.temperature.maxValue;
float v = (t - tMin) / (tMax - tMin);
material.diffuse = vec3(v, 0.0, 1.0 - v);
}
```
**Property ID sanitization** (GLSL identifier rules):
- Non-alphanumeric runs → single `_` (`temperature ℃` → `temperature_`)
- Leading `gl_` stripped (`gl_custom` → `custom`)
- Leading digit prefixed with `_` (`12345` → `_12345`)
- Post-sanitization collisions → undefined behavior
**Sibling structs:** `metadataClass.<prop>.noData | defaultValue | minValue | maxValue` (class-schema bounds) and `metadataStatistics.<prop>.minValue | maxValue | mean | median | standardDeviation | variance | sum` (populated only when `tileset.json` declares `statistics`).
> **1.139 breaking change (#13135):** unsigned integer metadata is no longer cast to signed int. Assigning a `UINT` property to a GLSL `int` (`int x = fsInput.metadata.myUint;`) no longer compiles. Use the matching unsigned type.
**Public assets without `EXT_structural_metadata` on a `.glb` are scarce** — most real-world metadata lives on 3D Tiles. See `examples/06-metadata-ramp.js` (Cesium3DTileset target).
## czm_modelVertexOutput & czm_modelMaterial
**`czm_modelVertexOutput`** (vertex shader's `inout vsOutput`):
```glsl
struct czm_modelVertexOutput {
vec3 positionMC; // initialized to vsInput.attributes.positionMC
float pointSize; // overrides gl_PointSize and Cesium3DTileStyle point sizing
};
```
> **Gotcha:** mutating `positionMC` displaces vertices but does **not** update the primitive's bounding sphere. Heavily displaced vertices can be frustum-culled.
**`czm_modelMaterial`** (fragment shSource needs review
The tracked source changed or could not be synchronized. Review the current source before installing.
Review before install: Avoid automatic install
License: Apache-2.0
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Quality
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Promising
Trust
73/100
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"stars": "167 GitHub stars",
"repoActivity": "167 stars, 19 forks",
"lastPushed": "20d since push",
"license": "Apache-2.0",
"repository": "https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-custom-shader",
"install": "The tracked source changed or could not be synchronized. Review the current source before installing.",
"installSafety": "standard package or runtime install path",
"permissionSurface": "database access",
"documentation": "Strong README/SKILL.md context",
"agentOutcomes": "No agent outcome data yet"
},
"outcome_evidence": {
"total": 0,
"successes": 0,
"failures": 0,
"not_relevant": 0,
"success_rate": null,
"recent_success_rate": null,
"recent_failure_rate": null,
"install_attempts": 0,
"install_success_rate": null,
"risk_blocked": 0,
"setup_required": 0,
"avg_output_quality": null,
"production_outcomes": 0,
"last_outcome_at": null,
"label": "No agent outcome data yet"
},
"auto_install": {
"allowed": false,
"sandbox_required": true,
"reason": "Do not auto-install. Inspect the source, dependencies, and permission surface first."
},
"best_for": [
"data-analysis",
"agent-skill"
],
"known_risks": [
"Financial research output is not financial advice; require human review before any live investment decision.",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review",
"Stars/forks activity: 167 stars, 19 forks; issue activity unavailable in current metadata"
]
},
"agent_proven": {
"version": "agent-proven-v1",
"score": 0,
"tier": "unproven",
"label": "Needs first agent run",
"summary": "No agent outcome reports yet. Use Resolve, run one narrow sandbox task, then report the result.",
"metrics": {
"totalOutcomes": 0,
"successfulOutcomes": 0,
"failedOutcomes": 0,
"installAttempts": 0,
"installSuccessRate": null,
"successRate": null,
"recentSuccessRate": null,
"recentFailureRate": null,
"riskBlocked": 0,
"setupRequired": 0,
"notRelevant": 0,
"avgOutputQuality": null,
"avgTimeToUsefulMs": null,
"productionOutcomes": 0,
"humanReviewRequired": 0,
"uniqueAgents": 0,
"lastOutcomeAt": null
},
"signals": [],
"penalties": [
"No real agent outcome evidence yet"
]
},
"audit": {
"score": 83,
"risk_level": "risky",
"risk_label": "Risky",
"warnings": [
"Financial research output is not financial advice; require human review before any live investment decision",
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"Financial research output is not financial advice; require human review before any live investment decision.",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
"Quality score needs review",
"Stars/forks activity: 167 stars, 19 forks; issue activity unavailable in current metadata"
]
},
"safety_gate": {
"tier": "blocked",
"label": "Blocked for auto-install",
"auto_install_policy": "block",
"auto_install_allowed": false,
"human_review_required": true,
"blocked": true,
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first."
},
"quality": {
"score": 69,
"label": "Promising"
},
"supply": {
"track": "Data, BI, and analytics",
"scenario": "Research agents",
"maintenance": "20d since push",
"risk": "Risky"
},
"alternative_skills": [],
"do_not_use_when": [
"teams that need a vendor-supported SLA",
"high-compliance environments without internal security review",
"No major risk signals from current metadata",
"Audit risk risky exceeds max_risk=medium",
"Financial research output is not financial advice; require human review before any live investment decision",
"Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
"Financial research output is not financial advice; require human review before any live investment decision.",
"This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval."
],
"agent_contract": {
"task_input": "Use cesiumjs-custom-shader in an agent workflow",
"recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first.",
"install_policy": "block",
"minimum_review_before_use": [
"Trust: 81/100 Strong shortlist",
"Audit: 83/100 Risky",
"Safety: 67/100 Avoid automatic install",
"Review repository, license, install command, and permission surface before production use."
],
"expected_agent_output": {
"selected_skill": "cesiumgs-cesiumjs-custom-shader (cesiumjs-custom-shader)",
"install_command": "",
"risk_summary": "Risky; Blocked for auto-install; Review before production",
"verification_result": "Report the smallest successful task, files touched, warnings, and any missing setup."
}
},
"outcome_feedback": {
"endpoint": "https://www.openagentskill.com/api/agent/outcome",
"method": "POST",
"requires_resolve_event_id": true,
"event_id_source": "Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.",
"expected_outcomes": [
"success",
"failed",
"not_relevant",
"blocked_by_risk",
"setup_required"
],
"payload_template": {
"event_id": "<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>",
"skill_slug": "cesiumgs-cesiumjs-custom-shader",
"task": "Use cesiumjs-custom-shader in an agent workflow",
"agent": "codex",
"outcome": "success",
"install_used": true,
"risk_blocked": false,
"setup_required": false,
"task_success": true,
"output_quality": 4,
"error_type": null,
"human_review_required": false,
"workspace": "sandbox",
"time_to_useful_ms": 120000,
"notes": "Report the smallest successful task, setup friction, files touched, and risk notes."
}
},
"endpoints": {
"web": "https://www.openagentskill.com/skills/cesiumgs-cesiumjs-custom-shader",
"api": "https://www.openagentskill.com/api/agent/skills/cesiumgs-cesiumjs-custom-shader",
"audit": "https://www.openagentskill.com/skills/cesiumgs-cesiumjs-custom-shader/audit",
"eval": "https://www.openagentskill.com/api/agent/evals?slug=cesiumgs-cesiumjs-custom-shader&task=Use%20cesiumjs-custom-shader%20in%20an%20agent%20workflow&max_risk=medium",
"resolve": "https://www.openagentskill.com/api/agent/resolve?task=Use%20cesiumjs-custom-shader%20in%20an%20agent%20workflow&agent=codex&max_risk=medium",
"receipt": "https://www.openagentskill.com/api/agent/receipt?task=Use%20cesiumjs-custom-shader%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text",
"install": "https://www.openagentskill.com/api/skills/cesiumgs-cesiumjs-custom-shader/install",
"manifest": "https://www.openagentskill.com/api/registry/manifest/cesiumgs-cesiumjs-custom-shader"
}
}Listing source
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Audit
83/100
Risky
Copies are not installs. Installation counts require a reported successful installation; they are not a blanket quality guarantee.