ogpu: Skill for Claude Code

.claude/skills/pbr-shading/SKILL.md

pbr-shading is a skill for Claude Code from oframe/ogpu. It costs 97 tokens per session (1,762 once invoked), scanned A, original, Unlicense.

A guide for adding physically based rendering to OGPU WebGPU shaders. Physically based rendering makes surfaces react to light in ways that resemble real materials, while image-based lighting uses environment images to light them.

In plain words
What is it for?
Use it to add metallic and rough materials, environment lighting, or physically based shading while keeping custom vertex effects such as displacement, instancing, or skinning.
Why use it?
It explains which shader code and JavaScript resources must be connected, including the parts that can fail silently.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is oframe/ogpu's own configuration. It tells Claude Code how to work on ogpu itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything ogpu configures →

Reuse

Borrowing it

Nothing to install: this file belongs to oframe/ogpu. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/oframe/ogpu/main/.claude/skills/pbr-shading/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/oframe/ogpu

Made for: Claude Code.

Wrote 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.

agentmods badge for pbr-shading

README.md
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Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for pbr-shading

Your own site · 80×15
<a href="https://agentmods.dev/skills/oframe/ogpu/pbr-shading"><img src="https://agentmods.dev/badge/skills/oframe/ogpu/pbr-shading.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 97 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,762 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00097 $0.01762
Opus 5.5 $0.00039 $0.00705
Sonnet 5.5 $0.00019 $0.00352
Haiku 4.5 $0.00010 $0.00176

Measured 12d ago against content hash a6d0373acf59, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 12d 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.

.claude/skills/pbr-shading/SKILL.md · 104 lines

How it starts

The opening of the file, as written. The whole thing — 104 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Fold PBR shading into a Shader + Mesh

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

  1. Stock shading, standard geometry → use @modules/pbr/pbr.wgsl?raw directly as the Shader code. No WGSL editing. Works when the mesh just needs to look PBR-lit and the vertex stage is plain MVP transform.
  2. 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.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.

Workflow

  1. Read the target shader and its geometry. Confirm attribute ORDER — @location is assigned by declaration order in the geometry's 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.
  2. Wire IBL resources (specular cube + SH buffer + BRDF LUT + sampler). Copy initIBL() from examples/gltf/GLTF.js or examples/pbrshader/PBRShader.js — they are the canonical block. loadIBLCubeMap returns mipLevels; pass it back to the Shader 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).
  3. 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 *Factor uniforms fully control the material and opacity stays fully opaque)
    • black → 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)
  4. Set ALL Material factors once at init — they live in their own uniform (material, binding 12; pbr.wgsl has no Uniforms block, the engine's camera/object come from group 1), so you own that UniformBuffer. Unset fields are zero, and a zeroed baseColorFactor renders black. Defaults that mean "plain mid-grey dielectric": see references/js-wiring.md.
  5. Create the bind group with shader.bindGroupLayout(0).createBindGroup({ name: resource }) — keys are the WGSL names. With stock pbr.wgsl group 0 is: 1 tSpecular (cube view), 2 shConstants (SH buffer), 3 tBrdf (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. Binding 0 is unused; groups 1 and 3 are the engine's.
  6. Verify with 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.

Read the full file on GitHub · 104 lines

Files

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.

Changes

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.

  1. 12d ago Changed · -1 lines · +1 tokens per session a6d0373acf59
  2. 1mo ago Changed 96443a5dfbe1
  3. 1mo ago First seen · 105 lines · 96 tokens per session scan A df7855f127dd

Subscribe to this mod's changes

pbr-shading is a skill published in the GitHub repository oframe/ogpu (163 stars, last pushed 3d ago), licensed Unlicense. It adds 97 tokens to every session and 1,762 once invoked, about $0.0004 per session on Opus 5.5. 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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