claude

Use.GPU

28 task-oriented skills for building hardware-accelerated web experiences with Use.GPU — the declarative, reactive WebGPU library by Steven Wittens.

0 on GitHubby Rhiannon AI LLCv1.0.0MITupdated 2 months agodevelopment
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Plugin usegpu from marketplace usegpu-skills in rhiannon-ai-llc/usegpu-skills. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (28)

  • usegpu-cameras-controls

    Add cameras and interactive controls in Use.GPU — `<OrbitCamera>` / `<FlatCamera>` / `<CubeCamera>` and `<OrbitControls>` / `<PanControls>` / `<FPSControls>` / `<GizmoMatrix>` / `useDrag`. Use this skill whenever the user needs a controllable 3D camera, wants to look around a model, orbit-drag inter

  • usegpu-canvas-setup

    Configure the WebGPU canvas — adapter/device negotiation, resize handling, HDR/SDR color spaces, DPI scaling, and background clear. Use this skill whenever the user is wiring a WebGPU canvas, mentions `<WebGPU>`, `<Canvas>`, `<AutoCanvas>`, GPUAdapter, GPUDevice, HDR canvas, or is troubleshooting bl

  • usegpu-compute-kernels

    Run WebGPU compute shaders in Use.GPU with `<Compute>` / `<Kernel>` / `<Stage>` / `<Iterate>` / `<Dispatch>` / `<ComputeBuffer>`, wire storage buffers, and pipeline multi-stage compute (initialize → iterate → colorize). Use this skill whenever the user wants GPU compute (as opposed to fragment shade

  • usegpu-crypto-compute

    Prototype cryptographic primitives (hashes, block ciphers, number-theoretic transforms, lattice arithmetic, FHE building blocks) on GPU using Use.GPU's `<Compute>` / `<Kernel>` / `<ComputeBuffer>` pipeline and WGSL shader linker. Use this skill whenever the user wants to run cryptography on GPU in t

  • usegpu-data-driven-geometry

    Feed data into Use.GPU layers — `<Data>` / `<RawData>` / `<StructData>` / `<GeometryData>` / `<InterleavedData>`, procedural `<Tensor>` / `<Sampler>` sources, segmented lines and arrows, in-place `live` updates, and how points/lines/faces/arrows/surfaces consume storage sources. Use this skill whene

  • usegpu-deferred-shadows

    Use advanced rendering paths in Use.GPU — deferred rendering (`<Pass mode="deferred">`), SSAO, OIT (order-independent transparency), outlines, and shadow map configuration for point/spot/directional lights. Use this skill whenever the user needs many lights, transparent stacks that composite correct

  • usegpu-fluid-simulation

    Build a real-time fluid dynamics (CFD) simulator in Use.GPU using compute shaders — Stam-style advection/pressure/projection pipeline with `<Compute>` / `<Stage>` / `<Iterate>` / `<Kernel>` and colorize with `<RawFullScreen>`. Use this skill whenever the user wants fluid simulation, smoke, ink, Stab

  • usegpu-getting-started

    Bootstrap a fresh Use.GPU project — install packages, configure the Vite/Webpack build for .wgsl and .wasm, and mount the first canvas either stand-alone or embedded in React. Use this skill whenever the user is starting a new WebGPU project with Use.GPU, mentions "Use.GPU setup", "getting started w

  • usegpu-gltf-models

    Load and render `.glb` / `.gltf` models in Use.GPU with `<GLTFData>` and `<GLTFModel>`, including PBR materials, animations, and skinning. Use this skill whenever the user wants to import a glTF asset, mentions `.glb`, GLTF loader, glTF animations, or asks how to render an artist-supplied model in U

  • usegpu-image-video-effects

    Build image and video processing pipelines in Use.GPU — load an image or video into a texture, apply chains of shader effects (blur, sharpen, color grade, chroma-key, edge detect, ML pre/post), and display or export. Use this skill whenever the user wants to filter/transform an image, apply real-tim

  • usegpu-implicit-surfaces

    Render implicit surfaces / SDFs / isosurfaces with `<ImplicitSurface>` in Use.GPU — you supply a WGSL distance function and Use.GPU ray-marches it. Use this skill whenever the user mentions SDFs, isosurfaces, marching-cube-style visualization, mathematical surfaces, or wants to visualize a scalar fi

  • usegpu-instancing

    Draw many copies of a geometry in one GPU dispatch using `<Instances>` in Use.GPU — instance transforms, per-instance colors, and hooking instance data to storage sources. Use this skill whenever the user wants to draw thousands to millions of copies of a mesh, mentions instanced rendering, GPU inst

  • usegpu-live-runtime

    Master the Live runtime that powers Use.GPU — hooks (useState / useOne / useMemo / useResource / useCallback / useContext / useRef), the yeet/gather/capture pattern, reconciliation, morphing, detaching, and how it differs from React. Use this skill whenever the user asks about "the Live runtime", wr

  • usegpu-memoization

    Use Use.GPU's memoization primitives correctly — `memo` / `memoArgs` / `memoProps`, `useOne` vs `useMemo`, `useResource`, and JSX identity semantics. Use this skill whenever the user has a Use.GPU tree that re-renders too often, sees GPU buffers being re-created on every frame, wonders why `<Loop>`

  • usegpu-non-euclidean-projections

    Compose exotic coordinate systems in Use.GPU — `<Cartesian>` / `<Polar>` / `<Spherical>` / `<Stereographic>` / `<Stereographic4D>` / `<Transform>` / `<Transform4D>` / `<Embedded>` — for math education, hyperbolic geometry, 4D visualization, cartographic projections, and animated coordinate morphs. U

  • usegpu-particle-feedback

    Build feedback / accumulation / particle effects in Use.GPU — ping-pong RTTs, motion trails, temporal AA, particle systems that live on the GPU across frames. Use this skill whenever the user wants motion blur, trails, iterative image filters, evolving particle clouds, temporal accumulation, or feed

  • usegpu-pbr-materials-lighting

    Wire physically-based rendering in Use.GPU — `<PBRMaterial>` / `<BasicMaterial>` / `<ShaderLitMaterial>` / `<ShaderFlatMaterial>`, environment maps (`<Environment>` + `<PrefilteredEnvMap>`), and lights (`<AmbientLight>` / `<PointLight>` / `<DirectionalLight>` / `<SpotLight>`) with shadow maps. Use t

  • usegpu-picking-events

    Add pointer/keyboard interactivity to a Use.GPU scene — `<Pick>` with `id` / `lookup` / `render` prop, `useCanvasEvents`, `useDrag`, `usePointerCapture`, `usePointerLock`, cursor + keyboard state hooks. Use this skill whenever the user wants clickable 3D objects, hover highlighting, drag-to-transfor

  • usegpu-plot-2d-3d

    Draw declarative 2D and 3D plots in Use.GPU — `<Plot>` with `<Cartesian>` / `<Polar>` / `<Spherical>` / `<Stereographic>` views, transforms, axes, grids, ticks, labels, and every shape layer (`<Point>` / `<Line>` / `<Face>` / `<Arrow>` / `<Polygon>` / `<Label>` / `<Surface>`). Use this skill wheneve

  • usegpu-post-processing

    Chain full-screen post-processing effects in Use.GPU using `<FullScreen>` / `<RawFullScreen>` and the `post` render bucket — bloom, tonemap, blur, chromatic aberration, film grain, custom shader effects. Use this skill whenever the user wants bloom, HDR pipelines, effect chains, film grain, glow, sc

  • usegpu-presentation-slides

    Build animated, reactive presentations in Use.GPU with `@use-gpu/present` — `<Present>` / `<Slide>` / `<Step>` / `<Stage>` / `<Overlay>` / `<KeyboardControls>` / `<PresentInfo>`. Use this skill whenever the user wants slideware, a live tech talk deck, interactive scientific presentation, or asks abo

  • usegpu-react-embed

    Bridge Use.GPU and React — embed a Use.GPU tree inside a React app with `<LiveCanvas>` / `<LiveDiv>` / `<Live>`, or embed React content inside a Use.GPU tree with `<HTML>`. Use this skill whenever the user has an existing React app and wants to drop in a WebGPU pane, or has a Use.GPU app and wants R

  • usegpu-render-to-texture

    Render scenes into offscreen textures / cubemaps in Use.GPU with `<RenderTarget>` / `<RenderToTexture>` / `<RenderCubeTarget>` — for mirrors, portals, reflections, screenshots, cubemap capture, and multi-view rendering. Use this skill whenever the user wants offscreen render targets, RTT, cubemap ca

  • usegpu-scene-graph

    Build classic 3D scenes with Use.GPU — `<Scene>` / `<Node>` / `<Mesh>` / `<Instances>` / `<Primitive>`, geometry factories (`makeBoxGeometry`, `makeSphereGeometry`, `makePlaneGeometry`), and hierarchical transforms. Use this skill whenever the user wants a traditional scene tree with parent-child tr

  • usegpu-sdf-layout-ui

    Build resolution-independent UI on GPU with `@use-gpu/layout` — `<UI>` / `<Layout>` / `<Absolute>` / `<Block>` / `<Flex>` / `<Inline>` / `<Overflow>` / `<Element>` / `<Text>` / `<FontLoader>`, plus SDF text and glyph atlases. Use this skill whenever the user wants HUD/UI overlays inside a WebGPU can

  • usegpu-voxel-modeling

    Load and render MagicaVoxel `.vox` files in Use.GPU with `<VoxData>` / `<VoxModel>` / `<VoxNode>` / `<VoxLayer>`, plus voxel raymarching. Use this skill whenever the user wants voxel art, MagicaVoxel imports, voxel-based CAD/architecture, or blocky 3D content — even if they just say "voxel scene" or

  • usegpu-webmap-tiles

    Render slippy maps and vector tiles in Use.GPU with `@use-gpu/map` — Web-Mercator view, quadtree LOD, Mapbox Vector Tile (MVT) parsing/styling, and tile providers. Use this skill whenever the user wants a browser web map, cartography, GIS overlays, custom map styles, or vector tile rendering on WebG

  • usegpu-wgsl-shaders

    Author WGSL shaders with Use.GPU's linker — `@link` / `@export` / `@optional` / `@infer` attributes, static vs volatile bind groups, the `wgsl` template literal, `useShader` / `useShaderRef` / `useSource` / `useLinkedShader` hooks, and the `use 'module/path'::{ symbol };` import syntax. Use this ski

Slash commands (1)

  • /usegpu:usegpu

    Route a Use.GPU task to the right skills, or list the full catalog of 28 Use.GPU skills.

View source on GitHub

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