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/scaffold-shadernpx skills add oframe/ogpu --skill scaffold-shadergit 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.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 | $0.00102 | $0.01431 |
| Opus 5 | $0.00051 | $0.00715 |
| Sonnet 5 | $0.00020 | $0.00286 |
| Haiku 4.5 | $0.00010 | $0.00143 |
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 4d 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 — 96 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 RenderPipeline + Mesh. The base shader is deliberately bare
— vs/fs with the standard transform uniforms 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 (reflection-enforced)
These come from webgpu-utils reflection in RenderPipeline/Mesh — get one
wrong and the pipeline silently shades garbage or fails construction:
- Uniform block MUST be
@group(0) @binding(0) var<uniform> uniforms : Uniforms. Lowercaseuniforms, struct typed (commonlyUniforms).RenderPipelinereadsthis.defs.uniforms.uniformsby that exact name. - Vertex entry point MUST be
vs, fragment MUST befs. Hardcoded. Mesh.drawwrites standard uniforms BY NAME into the struct — only the fields that exist are written. Available:projectionMatrix,viewMatrix,modelViewMatrix,modelMatrix,objectMatrix(inverse model),normalMatrix(mat3x3f),cameraPosition(vec3f),cameraQuaternion(vec4f),resolution(vec2f),time(f32). Declare only the subset the shader uses, spelled exactly. Custom uniforms (e.g.uScale,uAlpha) go after them and are set viamesh.uniforms.set({...})— theMeshowns the uniform buffer, not the pipeline.- 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 declared binding with no bind-group entry throws at pipeline creation.
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.
- 4d ago First seen · 96 lines · 102 tokens per session scan A 9e666fca9f63
scaffold-shader is a skill published in the GitHub repository oframe/ogpu (141 stars, last pushed 23d ago), licensed Unlicense. It adds 102 tokens to every session and 1,431 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.
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