dgreenheck/webgpu-claude-skill

A Claude skill for developing WebGPU applications with Three.js

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7Mods indexed here, across every type
6mo agoLast push, which is what freshness is scored on
noneNo LICENSE: all rights reserved, so bodies are not copied

compute-shaders

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dgreenheck/webgpu-claude-skill

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GPU compute shaders in Three.js WebGPU using TSL. Covers instanced array buffers, parallel simulation, particle systems, atomic operations, and workgroup barriers. Use when writing compute passes, particle systems, or GPU-side simulations.

not rated 1.3k +14 6mo ago A 240 tokens

dgreenheck/webgpu-claude-skill

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WebGPU device loss handling, recovery strategies, and device limits/optional features. Use when adding robustness to a WebGPU app, handling GPU crashes, requesting non-default limits, or enabling optional features like timestamp queries or float32-filterable.

not rated 1.3k +14 6mo ago A 229 tokens

post-processing

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dgreenheck/webgpu-claude-skill

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Post-processing effects for Three.js WebGPU via the TSL node-based pipeline. Covers PostProcessing class, built-in passes (bloom, blur, FXAA, DOF), custom effects with Fn(), and effect chaining. Use when building render pipelines with post effects.

not rated 1.3k +14 6mo ago A 278 tokens

webgpu-threejs-tsl

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dgreenheck/webgpu-claude-skill

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Entry point for Three.js WebGPU + TSL guidance. Covers renderer setup, node materials, and TSL syntax fundamentals. Auto-attaches on JS/TS files in projects using three/webgpu.

not rated 1.3k +14 6mo ago A 559 tokens

wgsl-integration

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dgreenheck/webgpu-claude-skill

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Mixing custom WGSL code into Three.js TSL shaders via wgslFn(). Use when integrating raw WGSL functions, porting existing WGSL, or optimizing hot paths that need hand-written shader code.

not rated 1.3k +14 6mo ago A 225 tokens

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