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{
"version": "1.0.0",
"skillHash": "sha256:37dea501f666e86a411416d1e1e53cdaad1baa0d3090be38f2b8ed4ca509368e",
"scoredAt": "2026-05-13T10:36:22.708Z",
"backend": "subagent",
"model": "claude-sonnet-4-6",
"quality": {
"score": 63,
"dimensions": {
"clarity": "WEAK",
"completeness": "WEAK",
"conciseness": "PASS",
"actionability": "WEAK",
"crossPlatform": "PASS",
"examples": "FAIL"
},
"issues": [
{
"severity": "MEDIUM",
"category": "clarity",
"detail": "The skill file lacks explicit usage instructions, making it ambiguous how to integrate the provided functions."
},
{
"severity": "MEDIUM",
"category": "completeness",
"detail": "Error handling is limited; the init function throws on WebGL2 absence and does not implement the described WebGL1 fallback."
},
{
"severity": "MEDIUM",
"category": "actionability",
"detail": "The code snippets are not tied together with a usage example, so users cannot see how to orchestrate initialization, shader compilation, geometry creation, and rendering."
},
{
"severity": "HIGH",
"category": "examples",
"detail": "No realistic example is provided to demonstrate how to use the functions together to render a scene."
}
]
},
"security": {
"verdict": "SAFE",
"issues": []
},
"impact": {
"baselineAvg": 52,
"treatmentAvg": 82,
"multiplier": 1.58,
"scenarios": [
{
"name": "Render a lit textured triangle in WebGL2",
"baseline": 55,
"treatment": 85,
"rationale": "Treatment wires canvas.getContext('webgl2'), compiles GLSL #version 300 es shaders with the documented layout(location=0/1/2) attributes and uModelView/uProjection uniforms, creates a VAO+VBO with vertexAttribPointer, and drives requestAnimationFrame; baseline uses WebGL1 idioms (attribute/varying, no VAO) and skips the depth test + viewport setup."
},
{
"name": "Animated rotating mesh with diffuse lighting",
"baseline": 50,
"treatment": 80,
"rationale": "Treatment uses gl.enable(gl.DEPTH_TEST), the in vec3 aNormal channel with mat3(uModelView)*aNormal, sampler2D uTexture sampling, and clears COLOR+DEPTH per frame in the render loop; baseline omits depth testing, uses ad-hoc lighting math, and does not bind a VAO before drawing each frame."
}
]
}
}

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