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.
curl -O https://raw.githubusercontent.com/oframe/ogpu/main/.claude/skills/scaffold-shader/SKILL.mdgit 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/scaffold-shader)<a href="https://agentmods.dev/skills/oframe/ogpu/scaffold-shader"><img src="https://agentmods.dev/badge/skills/oframe/ogpu/scaffold-shader/github.svg" alt="Measured on agentmods" height="20"></a>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.
<a href="https://agentmods.dev/skills/oframe/ogpu/scaffold-shader"><img src="https://agentmods.dev/badge/skills/oframe/ogpu/scaffold-shader.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 5.1 | $0.00103 | $0.01658 |
| Opus 5.5 | $0.00041 | $0.00663 |
| Sonnet 5.5 | $0.00021 | $0.00332 |
| Haiku 4.5 | $0.00010 | $0.00166 |
Grade A, and why
scaffold-shader 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.
How it starts
The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Scaffold a simple WGSL shader
Generate a minimal, correct WGSL file (plus optional JS wiring) for a mesh
rendered through Shader + Mesh. The base shader is deliberately bare
— vs/fs reading the engine's camera.*/object.* and a fragment that outputs the
normal mapped to 0..1. No custom uniforms, no textures: those are modifications
you layer on top after generating, per the task. The reference shape is
examples/hellowebgpu/cube.wgsl (same conventions).
Conventions that are NOT optional
These come from the reflection in Shader — get one wrong and the draw
silently shades garbage or fails construction:
- Line 1 is
// validate-prepend: <relative path to src/core/engine.wgsl>sovalidate-shaderscan compile the file (the script computes the path). - Do NOT declare matrices/time/viewport in a
Uniformsstruct.Shaderappends the engine block (src/core/engine.wgsl):@group(1) camera(projectionMatrix,viewMatrix,cameraPosition,cameraQuaternion,viewport; one slot per render()),@group(1) object(modelMatrix,normalMatrix(mat3x3f),objectMatrix(inverse model); one fixed slot per mesh) and@group(3) time(time,delta, seconds). Readcamera.*/object.*/time.*; don't declare your own module-scopetime. There is no stored modelView; per vertex writecamera.projectionMatrix * (camera.viewMatrix * (object.modelMatrix * p))(WGSL*is left-associative, soP * V * M * pdoes mat-mat products per vertex).modelViewMatrix()returns the matrix where code needs it. Don't usecamera/object/Camera/Object/modelViewMatrixas other module-scope names. Groups 1 and 3 are the engine's — user resources go in group 0 (group 2 for extras). - Custom uniforms:
@group(0) @binding(0) var<uniform> uniforms : Uniforms(lowercaseuniforms, struct typed;shader.uniformsis that struct). Own them with aUniformBufferandset({...}). - Vertex entry point MUST be
vs, fragment MUST befs. Hardcoded. - Vertex attribute
@locationis assigned by declaration ORDER in the geometry'sdataobject, not by name. Standard primitives (@core/primitivesBox/Sphere/…) emitposition(loc 0),normal(loc 1),uv(loc 2). TheVertexstruct must match that order. - Texture uniforms are named
t<Name>(e.g.tMap). Samplers keep descriptive names. Only add these if the shader actually samples a texture — a binding used byvs/fsbut missing from the bind group fails bind-group validation.
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.
- 12d ago Changed · +7 lines · +1 tokens per session 6545232b973d
- 1mo ago Changed 6fd0e75424bf
- 1mo ago First seen · 96 lines · 102 tokens per session scan A 9e666fca9f63
scaffold-shader is a skill published in the GitHub repository oframe/ogpu (163 stars, last pushed 3d ago), licensed Unlicense. It adds 103 tokens to every session and 1,658 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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