Vercel Composition Patterns
supabase/supabase
React composition patterns that scale. An agent skill from supabase/supabase.
Fold PBR/IBL shading into a RenderPipeline in the OGPU engine.
$ npx skills add oframe/ogpu --skill pbr-shading -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install oframe/ogpu pbr-shading --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/oframe/ogpu.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/pbr-shading .claude/skills/pbr-shading && rm -rf skills-srcUse ~/.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/
Install the "pbr-shading" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/pbr-shading into .claude/skills/pbr-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pbr-shading", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/oframe/ogpu/tree/main/.claude/skills/pbr-shadingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add oframe/ogpu --skill pbr-shading -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install oframe/ogpu pbr-shading --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/oframe/ogpu.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/pbr-shading .agents/skills/pbr-shading && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "pbr-shading" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/pbr-shading into .agents/skills/pbr-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pbr-shading", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add oframe/ogpu --skill pbr-shading -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install oframe/ogpu pbr-shading --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/oframe/ogpu.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/pbr-shading .cursor/skills/pbr-shading && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "pbr-shading" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/pbr-shading into .cursor/skills/pbr-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pbr-shading", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/oframe/ogpu.git --path .claude/skills/pbr-shading--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add oframe/ogpu --skill pbr-shading -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install oframe/ogpu pbr-shading --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/oframe/ogpu.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/pbr-shading .gemini/skills/pbr-shading && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "pbr-shading" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/pbr-shading into .gemini/skills/pbr-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pbr-shading", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install oframe/ogpu pbr-shadingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add oframe/ogpu --skill pbr-shading -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/oframe/ogpu.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/pbr-shading .github/skills/pbr-shading && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "pbr-shading" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/pbr-shading into .github/skills/pbr-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pbr-shading", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add oframe/ogpu --skill pbr-shading -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install oframe/ogpu pbr-shading --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/oframe/ogpu.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/pbr-shading .opencode/skills/pbr-shading && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "pbr-shading" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/pbr-shading into .opencode/skills/pbr-shading/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pbr-shading", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
pbr-shadingFold PBR/IBL shading into a RenderPipeline in the OGPU engine.
Pbr Shading is an agent skill from oframe/ogpu. Fold PBR/IBL shading into a RenderPipeline in the OGPU engine. Use whenever the user wants physically based shading, IBL, image-based lighting, metallic/roughness materials, an environment-lit mesh, "make this look like a real material", or wants to combine their own custom vertex/fragment work with the engine's PBR lighting. Also use when a mesh has no textures and needs sensible fallback (factor-only) material setup.
Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `evals/evals.json`, `references/js-wiring.md` and `references/wgsl-folding.md`).
It sits in Development. The repository describes itself as: Minimal WebGPU Library. The licence is Unlicense.
2 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 8ebfacd. It shows what the files ask for, not the result of running them.
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.
Shell commands in SKILL.md call:
npmFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npm, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Pbr Shading loads about 1.6k tokens when it runs, and up to ~6.1k if it reads all its reference files. Until then it costs about 109 tokens; SKILL.md has 777 words of instructions outside code blocks.
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.
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.
The full file from oframe/ogpu at commit 8ebfacd, republished under its Unlicense licence (© oframe). 777 words, ~1,638 tokens.
.claude/skills/pbr-shading/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.The engine has a complete PBR implementation in src/modules/pbr/pbr.wgsl
(metallic-roughness + IBL: prefiltered specular cube, SH irradiance, split-sum
BRDF LUT). There is no runtime shader-chunk system — integration means copying
the right WGSL pieces into the target shader and wiring the right JS resources.
This skill tells you which pieces, in what order, and what breaks silently if
you get it wrong.
@modules/pbr/pbr.wgsl?raw
directly as the pipeline code. No WGSL editing. Works when the mesh just
needs to look PBR-lit and the vertex stage is plain MVP transform.references/wgsl-folding.md for exactly which blocks to copy and how
to splice them.Either way the JS wiring (IBL resources, fallback textures, bind group) is the
same — references/js-wiring.md has the full copy-paste blocks.
@location by declaration order in the data object,
not by name. pbr.wgsl expects position (loc 0), normal (loc 1),
uv (loc 2). A geometry declared {position, normal, texcoord} works
(third attr lands on loc 2 regardless of name); {position, uv, normal}
silently shades garbage.initIBL() from examples/gltf/GLTF.js or
examples/pbrshader/PBRShader.js — they are the canonical block.
loadIBLCubeMap returns mipLevels; pass it back to the pipeline as
constants: { roughnessLevels: ibl.mipLevels } or the roughness→lod mapping
is wrong. Default environment assets: ./assets/pbr/artistworkshop_oct.exr
(specular env) + ./assets/pbr/artistworkshop_sh.json (precomputed 9-coeff
diffuse-irradiance SH, consumed by loadSphericalHarmonics).tMap, tMetallicRoughness, tOcclusion, tOpacity (sample =
1.0, so the *Factor uniforms fully control the material and opacity stays
fully opaque)tEmissive (no emission), tNormal (paired with
hasNormalMap: 0 so the shader keeps the geometric normal — the normal
map path uses screen-space derivatives and must not run on garbage data)Material factors once at init — they live in a separate uniform
block (binding 12), not the per-frame Uniforms, so they aren't written by
Mesh.draw; you own that buffer. webgpu-utils zero-initializes, and a zeroed
baseColorFactor renders black. Defaults that mean "plain mid-grey
dielectric": see references/js-wiring.md.RenderPipeline exposes
pipeline.bindGroupLayout(group) and pipeline.defs, but owns no uniform
buffer or createBindGroup helper. With stock pbr.wgsl the layout is
fixed: 0 per-frame Uniforms (the Mesh's uniformResource slice), 1 specular cube view, 2
SH buffer, 3 BRDF LUT view, 4 iblSampler (linear, mipmap linear, clamp), 5
tMap, 6 tMetallicRoughness, 7 tNormal, 8 tOcclusion, 9 tEmissive,
10 materialSampler (linear, repeat), 11 tOpacity, 12 Material buffer.npm run build (pipeline construction / reflection errors are
runtime, but build catches JS/import mistakes) and
npm run validate:shaders for folded WGSL. If a dev server check is
possible, load the example view and check the console for device validation
errors.var<uniform> uniforms : Uniforms — reflection
looks up defs.uniforms.uniforms by that exact name.Mesh.draw writes only the standard per-frame fields that exist in the
Uniforms struct (projection/view/model/normalMatrix/cameraPosition/
resolution/time, written by name). Keep those field names verbatim. It does
NOT touch the Material block — that buffer is yours: write it once at init,
and re-writeBuffer it yourself when a factor changes (e.g. from a GUI).roughnessLevels is an override constant fed from the IBL build's
mipLevels. Forget constants: { roughnessLevels: ibl.mipLevels } and the
pipeline still builds (default 6.0), but reflections sample the wrong mip
whenever the cube has a different mip count — silent, not an error.filmic/pow tail
and do it in the final pass instead.targets: rt.getTargets() and sampleCount: rt.sampleCount to the RenderPipeline.loadIBLCubeMap is EXR-decode + GGX-prefilter heavy; wrap the promise in
renderer.trackCompile(...) so the boot overlay holds until it settles.references/js-wiring.md — IBL init (specular cube + SH + BRDF LUT),
loadSphericalHarmonics shape, roughnessLevels wiring, fallback textures,
Material buffer + defaults, full 0–12 bind group (copy-paste blocks)references/wgsl-folding.md — folding the PBR fragment stage into a custom
shader: the Uniforms/Material/SHConstants blocks, bindings, the normal
precedence (tangent vs screen-space), functions, fragment flowexamples/gltf/GLTF.js (stock pbr.wgsl via
GLTFLoader), examples/pbrshader/PBRShader.js (stock pbr.wgsl,
hand-wired, fallback textures, swizzled RMO map, debug SH/specular probes)© oframe, Unlicense. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 3 other files (references) in .claude/skills/pbr-shading of oframe/ogpu.
Open the folder on GitHubat commit 8ebfacd
Pbr Shading 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Pbr Shading this skilloframe/ogpu | 154 | — | ~1.6k | Automated safety check: Pass | Unlicense | |
| Vercel Composition Patternssupabase/supabase | 111k | 58 repos | ~726 | Automated safety check: Pass | MIT | |
| Finishing a Development Branchobra/superpowers | 297k | 5 repos | ~1.9k | Automated safety check: Pass | MIT | |
| Typescript Advanced Typesrolling-scopes/rsschool-app | 10k | 25 repos | ~4.2k | Automated safety check: Pass | MPL-2.0 | |
| PR Babysitteropeninterpreter/openinterpreter | 69k | 3 repos | ~4.2k | Automated safety check: Pass | Apache-2.0 | |
| Code Review ChecklistshareAI-lab/learn-claude-code | 78k | 5 repos | ~1.1k | Automated safety check: Pass | MIT |
supabase/supabase
React composition patterns that scale. An agent skill from supabase/supabase.
obra/superpowers
Walks the last step of a branch: confirm tests pass, detect the git environment, ask how to integrate, carry out your choice and clean up the worktree.
rolling-scopes/rsschool-app
Master TypeScript's advanced type system including generics, conditional types, mapped types, template literals, and utility types for building type-safe applications.
openinterpreter/openinterpreter
Watches an open GitHub pull request until it merges, handling review comments, diagnosing CI failures and retrying flaky checks along the way.
shareAI-lab/learn-claude-code
Reviews code against a five-part checklist covering security, correctness, performance, maintainability and testing, and reports findings in a fixed format.
onyx-dot-app/onyx
Iteratively improves a PR (GitHub), MR (GitLab), or shelved changelist (Perforce) until Greptile gives it a 5/5 confidence score with zero unresolved comments.
oframe/ogpu
Scaffold a new simple WGSL shader for the OGPU engine, wired for a RenderPipeline + Mesh.
oframe/ogpu
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/ogpu
Ground any answer about the webgpu-utils library (greggman/webgpu-utils) in its actual API before responding.
oframe/ogpu
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/ogpu
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/ogpu
Fold real-time shadow mapping into an existing RenderPipeline/shader in the OGPU engine.
Categories
Fold PBR/IBL shading into a RenderPipeline in the OGPU engine. Pbr Shading is an agent skill from oframe/ogpu. Fold PBR/IBL shading into a RenderPipeline in the OGPU engine.
Pbr Shading fits situations like: the user wants physically based shading; image-based lighting; metallic/roughness materials; an environment-lit mesh.
Run `npx skills add oframe/ogpu --skill pbr-shading -a claude-code`. Or copy the skill folder (.claude/skills/pbr-shading in oframe/ogpu) into .claude/skills/pbr-shading in your project. Claude Code loads it when a task matches its description.
Run `npx skills add oframe/ogpu --skill pbr-shading -a codex`. Or copy the skill folder (.claude/skills/pbr-shading in oframe/ogpu) into .agents/skills/pbr-shading in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add oframe/ogpu --skill pbr-shading -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pbr-shading, .gemini/skills/pbr-shading, .github/skills/pbr-shading and .opencode/skills/pbr-shading in your project.
Going by SKILL.md and its folder, Pbr Shading needs the command-line tools its instructions call (npm).
SKILL.md contains no URLs. Its commands use npm, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
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.
Pbr Shading is published under the Unlicense licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.6k tokens (SKILL.md is roughly 6.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Pbr Shading: Vercel Composition Patterns (supabase/supabase, 111k stars), Finishing a Development Branch (obra/superpowers, 297k stars), Typescript Advanced Types (rolling-scopes/rsschool-app, 10k stars) and PR Babysitter (openinterpreter/openinterpreter, 69k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
oframe (a GitHub organization) maintains it in oframe/ogpu, which has 154 GitHub stars. The repository holds 7 skills in this directory. The repository was last updated on October 8, 2026.
Source: oframe/ogpu on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.