shaders
Skill1 starsChanged 3 months agoMITView on GitHub
Builds, integrates, debugs, tests, and optimizes WebGPU shaders with vgpu, typed WGSL modules, browser canvases, headless Node rendering, and deterministic evidence. Use for WGSL, fragment effects, procedural graphics, raymarching, GPU compute, particles, simulations, post-processing, textures, 3D scenes, shader visual bugs, GPU performance, or adding vgpu.sh to a TypeScript web project.
4 other projects use a version of this.
Adopted by
Most recently taken up by
- shader-effects-inc/shaderstheir own version, first seen Nov 8, 2026
- whoamnesia/astudio-motiontheir own version, first seen Nov 8, 2026
- Firzus/agent-skillstheir own version, first seen Oct 23, 2026
- raginii4guptaa/claude-skillstheir own version, first seen Oct 13, 2026
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 4
- shader-effects-inc/shaders★ 5.9ksame name
- Firzus/agent-skills★ 4same name
- whoamnesia/astudio-motion★ 1same name
- raginii4guptaa/claude-skills★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository6 other files it gives its agents.
- agent-laboratorySkill
- animationSkill
- designSkill
- infrastructure-autopilotSkill
- test-suite-auditorSkill
- truthful-tddSkill
The file
We split this skill into the rules it gives an agent
12 rules. 0 are common, 4 are distinctive, and 8 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
4
Distinctive
This author's own choices. Worth a look.
8
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 8
Treat pixels as program output.
- Very specific: line 13
Use version-matched local docs through npx vgpu docs.
- Distinctive: line 14
Search verified examples before inventing integration code.
- Very specific: line 15
Keep WGSL in importable modules and validate every entry and helper file with npx vgpu check.
- Very specific: line 16
Use one Gpu context and stable resource identities.
- Distinctive: line 25
Read REFERENCE.md for shared shader correctness rules, then only the relevant branch.
- Very specific: line 46
Run scripts/project_inventory.py .
- Distinctive: line 47
Read the installed getting-started page, then the one concept page for the selected branch.
- Very specific: line 48
Search npx vgpu examples search "<intent>" --pretty.
- Very specific: line 51
Run npx vgpu check <file.wgsl> on every changed WGSL file.
- Very specific: line 52
Run npx vgpu doctor --pretty, render headlessly through vgpu/node, read pixels, and save a small artifact.
- Very specific: line 53
Use scripts/rgba_metrics.py or targeted pixel assertions to reject blank, clipped, transparent, or numerically implausible output.
“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Shaders with vgpu
Treat pixels as program output. Validate the shader, render a small deterministic frame, inspect or extract its values, then integrate it into the user-facing runtime.
Non-negotiable defaults
- Inspect the project and installed
vgpuversion before writing API calls. - Use version-matched local docs through
npx vgpu docs; load one relevant page at a time. - Search verified examples before inventing integration code.
- Keep WGSL in importable modules and validate every entry and helper file with
npx vgpu check. - Use one
Gpucontext and stable resource identities; update values in place instead of rebuilding GPU objects per frame. - Make time, resolution, pointer, seed, and other animation inputs explicit.
- Render and read actual pixels. A successful compile is not visual proof.
- Debug nontrivial math by encoding internal values into pixels and comparing them with a CPU reference.
- Preserve reduced-motion behavior, responsive resolution, device-pixel-ratio bounds, and a usable fallback when WebGPU is unavailable.
- Dispose Node resources and stop frame loops, observers, and listeners during cleanup.
Route to the playbook
Read REFERENCE.md for shared shader correctness rules, then only the relevant branch.
| Situation | Read |
| Installing, discovering APIs, loaders, examples, or runtime support | Setup and discovery |
| Fullscreen fragment shader, procedural background, noise, SDF, or raymarch | Fullscreen effects |
| Vertex/fragment geometry, camera, lighting, mesh, or scene graph | Geometry and scenes |
| Compute shader, storage buffer, particles, tensor, or simulation | Compute and simulation |
| Feedback, ping-pong, offscreen targets, post-processing, depth, or textures | Multipass and textures |
| Wrong pixels, black output, validation error, NaN, or cross-runtime bug | Debugging and testing |
| Frame time, allocations, compilation stalls, bundle size, or memory | Performance |
| Color, composition, motion, interaction, responsive canvas, or fallback | Visual and product integration |
Bundled laboratory
scripts/project_inventory.pymaps vgpu versions, runtimes, loaders, and WGSL files without changing the project.scripts/rgba_metrics.pymeasures rawtarget.read()RGBA8 output and enforces nonblank-image gates.templates/static-field.wgslplus ESM-explicittemplates/headless-smoke.mtsform a small real-vgpu smoke render whose raw output can feed the metrics tool.
Default workflow
- Run
scripts/project_inventory.py .and inspect package manager, version, loaders, WGSL graph, and runtime surfaces. - Read the installed getting-started page, then the one concept page for the selected branch.
- Search
npx vgpu examples search "<intent>" --pretty; inspect before pulling. - State a shader contract: inputs, output, coordinate space, color space, deterministic seed/time, target format, and performance budget.
- Implement the smallest static frame. Keep reusable math in pure WGSL modules.
- Run
npx vgpu check <file.wgsl>on every changed WGSL file; require device validation in CI. - Run
npx vgpu doctor --pretty, render headlessly throughvgpu/node, read pixels, and save a small artifact. - Use
scripts/rgba_metrics.pyor targeted pixel assertions to reject blank, clipped, transparent, or numerically implausible output. - Integrate the same effect into the browser and observe the real canvas at narrow/wide sizes, reduced motion, and bounded DPR.
- Measure after correctness. Accept only when pixel, visual, lifecycle, and budget gates pass.
Deliver
State the effect contract, vgpu/runtime paths used, WGSL files changed, exact validation and render evidence, performance measurements, fallbacks, and remaining device/browser risk. Never describe a shader as correct from source or compilation alone.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

