Agent skill

Typegpu

by boraoztunc in boraoztunc/skills

TypeGPU and raw WebGPU adapter patterns for HyperFrames. An agent skill from boraoztunc/skills.

Apache-2.0Auto-check passedMedia & Creative

Install Typegpu

skills CLI
$ npx skills add boraoztunc/skills --skill typegpu -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install boraoztunc/skills typegpu --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/boraoztunc/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/typegpu .claude/skills/typegpu && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
typegpu
GitHub stars
395
Used in
2 other repos
Token cost
~1.7k tokens
SKILL.md length
405 words
Files
1
Skills in repo
52
Repo updated
First seen
Licence
Apache-2.0

At a glance

TypeGPU and raw WebGPU adapter patterns for HyperFrames. An agent skill from boraoztunc/skills.

  • Works in 2 steps: Pass 1 — Downsample: render the full-res… → Pass 2 — Glass composite: sample the…
  • Creating GPU-rendered compositions with TypeGPU
  • SKILL.md covers Contract, Basic Pattern, Timeline Registration and Video-Backed Effects (Liquid…, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Typegpu is an agent skill from boraoztunc/skills. TypeGPU and raw WebGPU adapter patterns for HyperFrames. Use when creating GPU-rendered compositions with TypeGPU, raw WebGPU, WGSL fragment shaders, compute pipelines, liquid glass effects, particle systems, or any canvas layer driven by navigator.gpu that responds to HyperFrames hf-seek events.

Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Media & Creative, covering Motion graphics and Shaders. It works with HeyGen. The repository describes itself as: Claude Code skills for copywriting, SEO, design, and more. The licence is Apache-2.0.

When your agent uses it

  • Creating GPU-rendered compositions with TypeGPU
  • WGSL fragment shaders
  • Compute pipelines
  • Liquid glass effects

Example prompts

  • “/typegpu”

Workflow steps

2 steps, taken from the first numbered list in SKILL.md.

  1. Pass 1 — Downsample: render the full-res texture to a small texture (1/6 resolution). Bilinear filtering during the downsample naturally…
  2. Pass 2 — Glass composite: sample the small texture for the frosted interior (bilinear upscale = heavy smooth blur) and the full-res…

What it can do on your machine

Read from SKILL.md and the folder at commit 645553c. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript, wgsl and html).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Typegpu loads about 1.7k tokens when it runs. Until then it costs about 76 tokens; SKILL.md has 405 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~76
When it runs · the whole SKILL.md, loaded when a task matches
~1.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from boraoztunc/skills at commit 645553c, republished under its Apache-2.0 licence (© boraoztunc). 405 words, ~1,667 tokens.

Download SKILL.mdSave it as .claude/skills/typegpu/SKILL.md (or your agent's skills folder).
name
typegpu
description
TypeGPU and raw WebGPU adapter patterns for HyperFrames. Use when creating GPU-rendered compositions with TypeGPU, raw WebGPU, WGSL fragment shaders, compute pipelines, liquid glass effects, particle systems, or any canvas layer driven by navigator.gpu that responds to HyperFrames hf-seek events.

TypeGPU / WebGPU for HyperFrames

HyperFrames supports TypeGPU and raw WebGPU through its typegpu runtime adapter. The adapter does not own your pipeline. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact GPU frame.

Contract

  • Initialize WebGPU asynchronously (await navigator.gpu.requestAdapter()), but register all GSAP tweens synchronously — before any await. The HyperFrames player reads the timeline immediately at page load.
  • Render from HyperFrames time, not performance.now().
  • Listen for the hf-seek event and re-render at exactly that time.
  • Guard against environments where WebGPU is unavailable — the adapter does not check for you.
  • For video renders, call await device.queue.onSubmittedWorkDone() after submitting GPU work to ensure the canvas is flushed before the frame is captured.

The adapter sets window.__hfTypegpuTime and dispatches new CustomEvent("hf-seek", { detail: { time } }) on each seek.

Basic Pattern

html
<canvas id="gpu-layer"></canvas>
<script>
  (async () => {
    if (!navigator.gpu) return;
    const adapter = await navigator.gpu.requestAdapter();
    if (!adapter) return;
    const device = await adapter.requestDevice();
    const canvas = document.getElementById("gpu-layer");
    canvas.width = 1920;
    canvas.height = 1080;
    const ctx = canvas.getContext("webgpu");
    const fmt = navigator.gpu.getPreferredCanvasFormat();
    ctx.configure({ device, format: fmt, alphaMode: "opaque" });

    // Build your pipeline, buffers, bind groups...
    const timeUniform = new Float32Array([0]);
    const timeBuf = device.createBuffer({
      size: 16,
      usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
    });

    function render(t) {
      timeUniform[0] = t;
      device.queue.writeBuffer(timeBuf, 0, timeUniform);
      const enc = device.createCommandEncoder();
      const pass = enc.beginRenderPass({
        colorAttachments: [
          {
            view: ctx.getCurrentTexture().createView(),
            loadOp: "clear",
            clearValue: { r: 0, g: 0, b: 0, a: 1 },
            storeOp: "store",
          },
        ],
      });
      pass.setPipeline(pipeline);
      pass.setBindGroup(0, bindGroup);
      pass.draw(3);
      pass.end();
      device.queue.submit([enc.finish()]);
    }

    render(0);
    window.addEventListener("hf-seek", (e) => render(e.detail.time));
  })();
</script>

Timeline Registration

GSAP tweens that drive text, captions, or HTML elements must be registered synchronously — before any await:

js
const tl = gsap.timeline({ paused: true });

// Caption tweens: synchronous, added before WebGPU init
gsap.set(".cap", { opacity: 0 });
tl.to("#cap-1", { opacity: 1, duration: 0.3 }, 1.0);
tl.to("#cap-1", { opacity: 0, duration: 0.2 }, 3.5);

window.__timelines["my-comp"] = tl;

// GPU-dependent tweens can go inside the async IIFE
(async () => {
  // ... WebGPU init ...
  const proxy = { value: 0 };
  tl.to(proxy, { value: 1, duration: 2, onUpdate: render }, 0.5);
})();

Video-Backed Effects (Liquid Glass, Distortion)

To use a <video> as the GPU input texture:

js
const videoEl = document.getElementById("aroll");

// Wait for video metadata before creating the texture
await new Promise((r) => {
  if (videoEl.readyState >= 1) r();
  else videoEl.addEventListener("loadedmetadata", r, { once: true });
});

// Create texture at the video's NATIVE resolution
const vw = videoEl.videoWidth,
  vh = videoEl.videoHeight;
const bgTex = device.createTexture({
  size: [vw, vh],
  format: "rgba8unorm",
  usage:
    GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
});

function render(t) {
  try {
    device.queue.copyExternalImageToTexture({ source: videoEl }, { texture: bgTex }, [vw, vh]);
  } catch (_) {
    /* frame not decoded yet */
  }
  // ... draw ...
}

Render-mode caveat: headless Chrome may fail copyExternalImageToTexture for video elements. For production renders, pre-extract key frames via FFmpeg as PNGs and load them as image textures instead.

Frosted Blur via Downsample Pass

A single-pass Gaussian kernel is too weak for glass-like frosted blur. Use a two-pass approach:

  1. Pass 1 — Downsample: render the full-res texture to a small texture (1/6 resolution). Bilinear filtering during the downsample naturally averages pixels.
  2. Pass 2 — Glass composite: sample the small texture for the frosted interior (bilinear upscale = heavy smooth blur) and the full-res texture for sharp areas and chromatic refraction.

This matches TypeGPU's textureSampleBias mip-level approach without generating mipmaps.

Show full SKILL.md (135 more words)Show less

Transparent vs Opaque Canvas

  • alphaMode: 'opaque' — the GPU canvas renders the full frame (video + effect). Use when the GPU pipeline handles all visual content.
  • alphaMode: 'premultiplied' — the GPU canvas is transparent where alpha = 0, letting HTML elements below show through. Use for overlays (particles, path animations) on top of a regular <video> element.

WGSL Full-Screen Triangle

The standard vertex shader for full-screen effects (no vertex buffer needed):

wgsl
struct Vo { @builtin(position) pos: vec4f, @location(0) uv: vec2f }

@vertex fn vs(@builtin(vertex_index) vi: u32) -> Vo {
  let ps = array<vec2f, 3>(vec2f(-1., -1.), vec2f(3., -1.), vec2f(-1., 3.));
  let ts = array<vec2f, 3>(vec2f(0., 1.), vec2f(2., 1.), vec2f(0., -1.));
  return Vo(vec4f(ps[vi], 0., 1.), ts[vi]);
}

Draw with pass.draw(3) — one triangle that covers the viewport.

Rounded-Rect SDF (Liquid Glass Pill)

wgsl
fn sdf_box(p: vec2f, half_size: vec2f, corner_radius: f32) -> f32 {
  let d = abs(p) - half_size + vec2f(corner_radius);
  return length(max(d, vec2f(0.))) + min(max(d.x, d.y), 0.) - corner_radius;
}

Use this to define inside/ring/outside zones for glass effects. Negative values are inside the shape.

Deterministic Rendering

  • No Math.random() — use a seeded PRNG.
  • No requestAnimationFrame for the render loop — render only in response to hf-seek.
  • No performance.now() for animation time — read window.__hfTypegpuTime or e.detail.time.
  • After GPU submit, call await device.queue.onSubmittedWorkDone() for render-mode frame capture.

© boraoztunc, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in typegpu of boraoztunc/skills.

Open the folder on GitHubat commit 645553c

Used in 2 other repositories

We found 3 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 2 other GitHub owners. This page covers the copy in boraoztunc/skills, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Typegpu next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Typegpu compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Typegpu this skillboraoztunc/skills3952 repos~1.7kAutomated safety check: PassApache-2.0
HyperFrames Animationheygen-com/hyperframes59k3 repos~2.1kAutomated safety check: PassApache-2.0
Faceless Explainer Videoheygen-com/hyperframes59k3 repos~7.7kAutomated safety check: NotesApache-2.0
Figma to HyperFramesheygen-com/hyperframes59k3 repos~4.5kAutomated safety check: NotesApache-2.0
Media Useedenfunf/reelmimic1.7k2 repos~2kAutomated safety check: PassMIT
HyperFrames Video Entry Pointheygen-com/hyperframes59k3 repos~5.2kAutomated safety check: PassApache-2.0

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Works with

Questions about Typegpu

What does Typegpu do?

TypeGPU and raw WebGPU adapter patterns for HyperFrames. An agent skill from boraoztunc/skills. Typegpu is an agent skill from boraoztunc/skills. TypeGPU and raw WebGPU adapter patterns for HyperFrames.

When should I use Typegpu?

Typegpu fits situations like: creating GPU-rendered compositions with TypeGPU; WGSL fragment shaders; compute pipelines; liquid glass effects.

How do I install Typegpu in Claude Code?

Run `npx skills add boraoztunc/skills --skill typegpu -a claude-code`. Or copy the skill folder (typegpu in boraoztunc/skills) into .claude/skills/typegpu in your project. Claude Code loads it when a task matches its description.

How do I install Typegpu in Codex?

Run `npx skills add boraoztunc/skills --skill typegpu -a codex`. Or copy the skill folder (typegpu in boraoztunc/skills) into .agents/skills/typegpu in your project. Codex loads it when a task matches its description.

Can I use Typegpu in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add boraoztunc/skills --skill typegpu -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/typegpu, .gemini/skills/typegpu, .github/skills/typegpu and .opencode/skills/typegpu in your project.

What does Typegpu need to run?

SKILL.md names no scripts, command-line tools or credentials: Typegpu is instructions for the agent only.

Does Typegpu access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Typegpu safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Typegpu use?

Typegpu is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Typegpu use?

About 1.7k tokens (SKILL.md is roughly 6.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Typegpu?

Skills that share tags, products or a category with Typegpu: HyperFrames Animation (heygen-com/hyperframes, 59k stars), Faceless Explainer Video (heygen-com/hyperframes, 59k stars), Figma to HyperFrames (heygen-com/hyperframes, 59k stars) and Media Use (edenfunf/reelmimic, 1.7k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Typegpu?

boraoztunc (a GitHub user) maintains it in boraoztunc/skills, which has 395 GitHub stars. The repository holds 52 skills in this directory. The repository was last updated on August 15, 2026.

Source: boraoztunc/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.