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/shadow-mapping/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/shadow-mapping)<a href="https://agentmods.dev/skills/oframe/ogpu/shadow-mapping"><img src="https://agentmods.dev/badge/skills/oframe/ogpu/shadow-mapping/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/shadow-mapping"><img src="https://agentmods.dev/badge/skills/oframe/ogpu/shadow-mapping.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 | $0.02112 |
| Opus 5.5 | $0.00041 | $0.00845 |
| Sonnet 5.5 | $0.00021 | $0.00422 |
| Haiku 4.5 | $0.00010 | $0.00211 |
Grade A, and why
shadow-mapping 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 — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Fold shadow mapping into a Shader + Mesh
The engine has no shadow primitive. Shadow mapping is two passes you wire by
hand: (1) a depth-only caster pass that renders the occluders from the
light's POV into a depth RenderTarget, and (2) receivers that sample that
depth map with a comparison sampler + PCF and darken their lighting. There is no
shader-chunk system — integration means copying the WGSL pieces into the target
shader and wiring the JS. This skill says which pieces and what breaks silently.
Two canonical, working implementations already in the repo — read the one that matches the geometry:
examples/shadowmapping/— static geometry (plain vertex attributes).shadow.wgslcaster,mesh.wgslreceiver. The minimal reference.examples/skinninggltf/— skinned + IBL character.shadowcaster.wgslpulls skinned positions from the Skin compute buffer so the cast shadow tracks the animation;skinnedmesh.wgslreceives (self-shadow),floor.wgslreceives (contact shadow). The reference for any compute/skinned/IBL case.
Decide the integration shape
- Static geometry (vertex attributes) → caster shader is a vertex-only
MVP * positionfrom the light camera. Copyexamples/shadowmapping/shadow.wgsl. - Skinned / compute-positioned / displaced geometry → the caster MUST pull
position the same way the main vertex stage does (same storage buffer, same
@builtin(vertex_index)indexing) or the shadow detaches from the animated mesh. Copyexamples/skinninggltf/shadowcaster.wgsl. - IBL-only / ambient-only shader (no punctual light) → there is nothing for
a shadow to occlude. Add a directional light gated by the shadow factor, or
the "shadow" does nothing visible. See
references/folding.md.
The JS wiring (depth target, light camera, caster mesh, shadow uniform,
comparison sampler, receiver bindings, two-pass render loop) is the same shape
in every case — references/folding.md has the copy-paste blocks.
What ships with it
1 file 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 · +9 lines · -1 tokens per session d2f3839349b1
- 1mo ago Changed e572b13a14a1
- 1mo ago First seen · 118 lines · 104 tokens per session scan A feb643c69230
shadow-mapping 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 2,112 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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