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| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | Scaffold a new simple WGSL shader for the OGPU engine, wired for a RenderPipeline + Mesh. | oframe/ | 151 | — | ~1.4k | Automated safety check: Pass | Unlicense | 11 days ago |
| 2 | Scaffold a new OGPU example/app from scratch — a Renderer + Camera + Orbit + update loop and a single spinning cube wired through the vanilla Box primitive - RenderPipeline - Mesh setup. | oframe/ | 151 | — | ~1.1k | Automated safety check: Pass | Unlicense | 11 days ago |
| 3 | Ground any answer about the webgpu-utils library (greggman/webgpu-utils) in its actual API before responding. | oframe/ | 151 | — | ~1.4k | Automated safety check: Pass | Unlicense | 11 days ago |
| 4 | Get naga WGSL validation working in a repo — installs the naga/jq toolchain, a PostToolUse hook that compiles every .wgsl on write, and a batch validate-shaders script, so shader checking then… | oframe/ | 151 | — | ~1.9k | Automated safety check: Pass | Unlicense | 11 days ago |
| 5 | Ground any answer about the WebGPU platform itself — browser support/compatibility, feature availability, limits, what's shipping or behind a flag, and exact spec behavior — in the live Chrome… | oframe/ | 151 | — | ~1.3k | Automated safety check: Pass | Unlicense | 11 days ago |
| 6 | Fold PBR/IBL shading into a RenderPipeline in the OGPU engine. | oframe/ | 151 | — | ~1.6k | Automated safety check: Pass | Unlicense | 11 days ago |
| 7 | Fold real-time shadow mapping into an existing RenderPipeline/shader in the OGPU engine. | oframe/ | 151 | — | ~1.9k | Automated safety check: Pass | Unlicense | 11 days ago |