Vercel Composition Patterns
supabase/supabase
React composition patterns that scale. An agent skill from supabase/supabase.
Fold real-time shadow mapping into an existing RenderPipeline/shader in the OGPU engine.
$ npx skills add oframe/ogpu --skill shadow-mapping -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install oframe/ogpu shadow-mapping --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/shadow-mapping .claude/skills/shadow-mapping && 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 "shadow-mapping" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/shadow-mapping into .claude/skills/shadow-mapping/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shadow-mapping", 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/shadow-mappingType 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 shadow-mapping -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install oframe/ogpu shadow-mapping --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/shadow-mapping .agents/skills/shadow-mapping && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "shadow-mapping" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/shadow-mapping into .agents/skills/shadow-mapping/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shadow-mapping", 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 shadow-mapping -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install oframe/ogpu shadow-mapping --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/shadow-mapping .cursor/skills/shadow-mapping && 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 "shadow-mapping" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/shadow-mapping into .cursor/skills/shadow-mapping/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shadow-mapping", 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/shadow-mapping--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 shadow-mapping -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install oframe/ogpu shadow-mapping --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/shadow-mapping .gemini/skills/shadow-mapping && 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 "shadow-mapping" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/shadow-mapping into .gemini/skills/shadow-mapping/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shadow-mapping", 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 shadow-mappingInstalls 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 shadow-mapping -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/shadow-mapping .github/skills/shadow-mapping && 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 "shadow-mapping" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/shadow-mapping into .github/skills/shadow-mapping/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shadow-mapping", 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 shadow-mapping -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 shadow-mapping --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/shadow-mapping .opencode/skills/shadow-mapping && 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 "shadow-mapping" agent skill from https://github.com/oframe/ogpu/tree/main/.claude/skills/shadow-mapping into .opencode/skills/shadow-mapping/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shadow-mapping", 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.
shadow-mappingFold real-time shadow mapping into an existing RenderPipeline/shader in the OGPU engine.
Shadow Mapping is an agent skill from oframe/ogpu. Fold real-time shadow mapping into an existing RenderPipeline/shader in the OGPU engine. Use whenever the user wants cast shadows, a depth-pass / shadow-map shadow, a character or mesh to drop a shadow on a floor, self-shadowing, PCF soft shadows, "make it cast a shadow", "add shadows", or real-time shadows on a custom (skinned, displaced, instanced, IBL-lit) shader. Covers the depth-only caster pass + the receiver sampling fold.
Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/folding.md`).
It sits in Development. The repository describes itself as: Minimal WebGPU Library. The licence is Unlicense.
3 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 65e0a1a. 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.
Shadow Mapping loads about 1.9k tokens when it runs, and up to ~3.8k if it reads all its reference files. Until then it costs about 112 tokens; SKILL.md has 872 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 65e0a1a, republished under its Unlicense licence (© oframe). 872 words, ~1,865 tokens.
.claude/skills/shadow-mapping/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.The engine has no shadow primitive. Shadow mapping is two passes you wire by
hand: (1) a depth-only caster pass that renders the occluders from the
light's POV into a depth RenderTarget, and (2) receivers that sample that
depth map with a comparison sampler + PCF and darken their lighting. There is no
shader-chunk system — integration means copying the WGSL pieces into the target
shader and wiring the JS. This skill says which pieces and what breaks silently.
Two canonical, working implementations already in the repo — read the one that matches the geometry:
examples/shadowmapping/ — static geometry (plain vertex attributes).
shadow.wgsl caster, mesh.wgsl receiver. The minimal reference.examples/skinninggltf/ — skinned + IBL character. shadowcaster.wgsl
pulls skinned positions from the Skin compute buffer so the cast shadow tracks
the animation; skinnedmesh.wgsl receives (self-shadow), floor.wgsl receives
(contact shadow). The reference for any compute/skinned/IBL case.MVP * position from the light camera. Copy examples/shadowmapping/shadow.wgsl.@builtin(vertex_index) indexing) or the shadow detaches from the animated
mesh. Copy examples/skinninggltf/shadowcaster.wgsl.references/folding.md.The JS wiring (depth target, light camera, caster mesh, shadow uniform,
comparison sampler, receiver bindings, two-pass render loop) is the same shape
in every case — references/folding.md has the copy-paste blocks.
Uniforms already carries modelMatrix and
viewMatrix (needed for world pos + the lit term).RenderTarget: color: false, depthTexture: true,
depthFormat: 'depth32float', square (SHADOW_SIZE = 2048).{ left, right, top, bottom, near, far })
placed at the light, lookAt(target), then updateMatrixWorld(). Ortho
extents must bound the occluders — too large wastes resolution and causes
acne; geometry outside the frustum is silently unshadowed. Build
shadowVP = new Mat4().copy(cam.projectionMatrix).multiply(cam.viewMatrix).fs entry point so
RenderPipeline emits no fragment stage and no color target (it auto-detects
defs.entryPoints.fs). Pass depthStencil verbatim with format: 'depth32float', depthWriteEnabled: true, depthCompare: 'less', and slope
bias (depthBias: 1, depthBiasSlopeScale: 1.75). Make a separate Mesh
sharing the geometry (and the skin storage buffer for skinned). Set
frustumCulled = false on skinned casters.Shadow { projectionViewMatrix : mat4x4f, lightDirection : vec3f } block. makeStructuredView it off any receiver
pipeline's defs.uniforms.shadowUniforms, set both fields, write once.
Keep the struct identical across every receiver that shares this buffer.compare: 'less', min/magFilter: 'linear',
addressMode*: 'clamp-to-edge'. Bind it as sampler_comparison against a
texture_depth_2d view of the target's depthTexture.Shadow uniform +
sampler_comparison + texture_depth_2d bindings and an override shadowDepthTextureSize. Vertex computes vShadowCoord (NDC→UV, flip y).
Fragment runs PCF (shadowVisibility) and gates the light term. Full blocks
in references/folding.md.renderer.render({ scene: casterMesh, camera: lightCamera, target: shadowBuffer })
then renderer.render({ scene, camera }).npm run validate:shaders (folded WGSL) and npm run build.
The repomap also indexes examples/, so if you add files run
npm run repomap before commit or the drift gate blocks it.fs. A vertex-only module gives a color-target-free
pipeline that matches the depth-only target. Adding an empty fs "to satisfy
the builder" forces a color target the depth-only render pass can't supply.vShadowCoord = vec4f(ndc.xy * vec2f(0.5, -0.5) + 0.5, ndc.z, 1.0). Wrong
sign mirrors the shadow off the caster.depthBias/depthBiasSlopeScale live on the caster
pipeline; the receiver subtracts a small constant from shadowCoord.z (~0.002)
in the compare. Too little → shadow acne (self-stripes); too much →
peter-panning (shadow detaches from contact point). Tune both.compare sampler must
be sampler_comparison + texture_depth_2d and sampled with
textureSampleCompare. A normal sampler/texture_2d<f32> won't compile
against it (and vice-versa).vertexIndex * 3 stride. A mismatch makes the shadow drift off the mesh while
the visible mesh looks fine.shadowUniformBuffer must declare an identical Shadow struct (keep
lightDirection even if a receiver ignores it) or std140 offsets diverge.depth32float is fine for comparison sampling but can't be linearly
filtered as a color texture — don't bind it for display/debug without a copy.references/folding.md — full copy-paste blocks: the caster WGSL (static +
skinned), the receiver fold (bindings, Shadow struct, vShadowCoord,
hash22+shadowVisibility PCF, light gating incl. the IBL+directional case),
and the JS (depth target, light camera, caster pipeline+mesh, shadow uniform,
comparison sampler, receiver bind-group entries, two-pass render loop).examples/shadowmapping/ (static),
examples/skinninggltf/ (skinned + IBL self-shadow + contact-shadow floor).© 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 1 other file (references) in .claude/skills/shadow-mapping of oframe/ogpu.
Open the folder on GitHubat commit 65e0a1a
Shadow Mapping 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 |
|---|---|---|---|---|---|---|
| Shadow Mapping this skilloframe/ogpu | 151 | — | ~1.9k | Automated safety check: Pass | Unlicense | |
| Vercel Composition Patternssupabase/supabase | 111k | 59 repos | ~726 | Automated safety check: Pass | MIT | |
| Finishing a Development Branchobra/superpowers | 296k | 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 PBR/IBL shading into a RenderPipeline in the OGPU engine.
Categories
Fold real-time shadow mapping into an existing RenderPipeline/shader in the OGPU engine. Shadow Mapping is an agent skill from oframe/ogpu. Fold real-time shadow mapping into an existing RenderPipeline/shader in the OGPU engine.
Shadow Mapping fits situations like: the user wants cast shadows; A depth-pass / shadow-map shadow; mesh to drop a shadow on a floor; PCF soft shadows.
Run `npx skills add oframe/ogpu --skill shadow-mapping -a claude-code`. Or copy the skill folder (.claude/skills/shadow-mapping in oframe/ogpu) into .claude/skills/shadow-mapping in your project. Claude Code loads it when a task matches its description.
Run `npx skills add oframe/ogpu --skill shadow-mapping -a codex`. Or copy the skill folder (.claude/skills/shadow-mapping in oframe/ogpu) into .agents/skills/shadow-mapping 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 shadow-mapping -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/shadow-mapping, .gemini/skills/shadow-mapping, .github/skills/shadow-mapping and .opencode/skills/shadow-mapping in your project.
Going by SKILL.md and its folder, Shadow Mapping 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.
Shadow Mapping is published under the Unlicense licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.9k tokens (SKILL.md is roughly 7.5k 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 1.9k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Shadow Mapping: Vercel Composition Patterns (supabase/supabase, 111k stars), Finishing a Development Branch (obra/superpowers, 296k 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 151 GitHub stars. The repository holds 7 skills in this directory. The repository was last updated on September 26, 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.