Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/managedcode/dotnet-skills/webgpu-threejs-tslnpx skills add managedcode/dotnet-skills --skill webgpu-threejs-tslgit clone --depth 1 https://github.com/managedcode/dotnet-skillsWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00078 | $0.00804 |
| Opus 5 | $0.00039 | $0.00402 |
| Sonnet 5 | $0.00016 | $0.00161 |
| Haiku 4.5 | $0.00008 | $0.00080 |
Grade A, and why
webgpu-threejs-tsl scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- webgpu-threejs-tsl — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.
WebGPU Three.js with TSL
TSL (Three.js Shading Language) is a node-based shader abstraction that lets you write GPU shaders in JavaScript instead of GLSL/WGSL strings.
Quick Start
import * as THREE from 'three/webgpu';
import { color, time, oscSine } from 'three/tsl';
const renderer = new THREE.WebGPURenderer();
await renderer.init();
const material = new THREE.MeshStandardNodeMaterial();
material.colorNode = color(0xff0000).mul(oscSine(time));
Skill Contents
Documentation
docs/core-concepts.md- Types, operators, uniforms, control flowdocs/materials.md- Node materials and all propertiesdocs/compute-shaders.md- GPU compute with instanced arraysdocs/post-processing.md- Built-in and custom effectsdocs/wgsl-integration.md- Custom WGSL functionsdocs/device-loss.md- Handling GPU device loss and recoverydocs/limits-and-features.md- WebGPU device limits and optional features
Examples
examples/basic-setup.js- Minimal WebGPU projectexamples/custom-material.js- Custom shader materialexamples/particle-system.js- GPU compute particlesexamples/post-processing.js- Effect pipelineexamples/earth-shader.js- Complete Earth with atmosphere
Templates
templates/webgpu-project.js- Starter project templatetemplates/compute-shader.js- Compute shader template
Reference
REFERENCE.md- Quick reference cheatsheet
Key Concepts
Import Pattern
// Always use the WebGPU entry point
import * as THREE from 'three/webgpu';
import { /* TSL functions */ } from 'three/tsl';
Node Materials
Replace standard material properties with TSL nodes:
material.colorNode = texture(map); // instead of material.map
material.roughnessNode = float(0.5); // instead of material.roughness
material.positionNode = displaced; // vertex displacement
Method Chaining
TSL uses method chaining for operations:
// Instead of: sin(time * 2.0 + offset) * 0.5 + 0.5
time.mul(2.0).add(offset).sin().mul(0.5).add(0.5)
What ships with it
16 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- docs/compute-shaders.md 15 KB
- docs/core-concepts.md 11 KB
- docs/device-loss.md 9.0 KB
- docs/limits-and-features.md 4.9 KB
- docs/materials.md 8.6 KB
- docs/post-processing.md 13 KB
- docs/wgsl-integration.md 6.4 KB
- examples/basic-setup.js 2.2 KB runs code
- examples/custom-material.js 4.2 KB runs code
- examples/earth-shader.js 8.4 KB runs code
- examples/particle-system.js 7.2 KB runs code
- examples/post-processing.js 5.1 KB runs code
- manifest.json 176 B
- REFERENCE.md 8.8 KB
- templates/compute-shader.js 9.3 KB runs code
- templates/webgpu-project.js 6.2 KB runs code
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 2d ago First seen · 94 lines · 78 tokens per session scan A 734ac9724c9d
webgpu-threejs-tsl is a skill published in the GitHub repository managedcode/dotnet-skills (477 stars, last pushed 3d ago), licensed MIT. It adds 78 tokens to every session and 804 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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