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/oframe/ogpu/pbr-shadingnpx skills add oframe/ogpu --skill pbr-shadinggit clone --depth 1 https://github.com/oframe/ogpuWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/oframe/ogpu/pbr-shading)<a href="https://agentmods.dev/skills/oframe/ogpu/pbr-shading"><img src="https://agentmods.dev/badge/skills/oframe/ogpu/pbr-shading.svg" alt="Measured on agentmods" height="20"></a>What 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 | $0.00096 | $0.01725 |
| Opus 5 | $0.00048 | $0.00863 |
| Sonnet 5 | $0.00019 | $0.00345 |
| Haiku 4.5 | $0.00010 | $0.00172 |
Grade A, and why
pbr-shading 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 3d 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.
How it starts
The opening of the file, as written. The whole thing — 105 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Fold PBR shading into a RenderPipeline
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.
Decide the integration shape
- Stock shading, standard geometry → use
@modules/pbr/pbr.wgsl?rawdirectly as the pipelinecode. No WGSL editing. Works when the mesh just needs to look PBR-lit and the vertex stage is plain MVP transform. - Custom shader keeps its vertex work (displacement, instancing, skinning,
procedural normals) → fold the PBR fragment stage into the user's WGSL.
Read
references/wgsl-folding.mdfor 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.
Workflow
- Read the target pipeline/shader and its geometry. Confirm attribute ORDER —
webgpu-utils assigns
@locationby declaration order in thedataobject, not by name.pbr.wgslexpectsposition(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. - Wire IBL resources (specular cube + SH buffer + BRDF LUT + sampler). Copy
initIBL()fromexamples/gltf/GLTF.jsorexamples/pbrshader/PBRShader.js— they are the canonical block.loadIBLCubeMapreturnsmipLevels; pass it back to the pipeline asconstants: { 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 byloadSphericalHarmonics). - Resolve material textures. For every map the user did NOT provide, bind a
2×2 solid fallback instead — never leave a binding empty (pipeline creation
throws) and never branch the shader on "has texture" per-map (the material
factors already make white/black fallbacks behave as pass-throughs):
- white →
tMap,tMetallicRoughness,tOcclusion,tOpacity(sample = 1.0, so the*Factoruniforms fully control the material and opacity stays fully opaque) - black →
tEmissive(no emission),tNormal(paired withhasNormalMap: 0so the shader keeps the geometric normal — the normal map path uses screen-space derivatives and must not run on garbage data)
- white →
- Set ALL
Materialfactors once at init — they live in a separate uniform block (binding 12), not the per-frameUniforms, so they aren't written byMesh.draw; you own that buffer. webgpu-utils zero-initializes, and a zeroedbaseColorFactorrenders black. Defaults that mean "plain mid-grey dielectric": seereferences/js-wiring.md. - Create the bind group with the device —
RenderPipelineexposespipeline.bindGroupLayout(group)andpipeline.defs, but owns no uniform buffer orcreateBindGrouphelper. With stockpbr.wgslthe layout is fixed: 0 per-frameUniforms(the Mesh's buffer), 1 specular cube view, 2 SH buffer, 3 BRDF LUT view, 4iblSampler(linear, mipmap linear, clamp), 5tMap, 6tMetallicRoughness, 7tNormal, 8tOcclusion, 9tEmissive, 10materialSampler(linear, repeat), 11tOpacity, 12Materialbuffer. - Verify with
npm run build(pipeline construction / reflection errors are runtime, but build catches JS/import mistakes) andnpm run validate:shadersfor folded WGSL. If a dev server check is possible, load the example view and check the console for device validation errors.
What ships with it
3 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.
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.
- 3d ago First seen · 105 lines · 96 tokens per session scan A df7855f127dd
pbr-shading is a skill published in the GitHub repository oframe/ogpu (139 stars, last pushed 22d ago), licensed Unlicense. It adds 96 tokens to every session and 1,725 once invoked, about $0.0005 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.
Other skills, from other repositories
particles
Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke.
web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
develop-web-game
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity
Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…
writing-modpack-changelog
Use when cutting a modpack release. Creates /docs/release-changelog.md if absent; appends a new version section with grouped changes. Triggers - 'cut a release', 'release notes', 'changelog', 'v1.2.3 changes', 'what changed since last version'.