vgpu
High-performance WebGPU shader engine using typed WGSL modules, fullscreen effect passes, GPU compute, audio-reactive ripples, and particle simulations.
Skill by sudomadhatter
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: testing, devops, cloud
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/vgpu
What's inside
- Skill name
vgpu- Description
- High-performance WebGPU shader engine using typed WGSL modules, fullscreen effect passes, GPU compute, audio-reactive ripples, and particle simulations. Official Vercel Labs vgpu toolkit with zero-GPU headless CI test adapters and mandatory mobile fallback.
- License
- MIT
- Instructions
- 295 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# WebGPU Shader & Compute Engine (`vercel-labs/vgpu`)
The house engine for next-generation WebGPU visual effects: typed WGSL shaders, fullscreen ambient mesh backgrounds, interactive fluid ripples, particle simulations, and high-throughput GPU compute.
Integrated from Vercel Labs' [`vercel-labs/vgpu`](https://github.com/vercel-labs/vgpu).
---
## 1. Architectural Role & Distinction
```
┌─────────────────────────────────────────────────────────────────────────────┐
│ VISUAL FX & GRAPHICS DUAL ENGINE │
├─────────────────────────────────────────┬───────────────────────────────────┤
│ 1. WEBGPU SHADER ENGINE (vgpu) │ 2. 3D SPATIAL SCENES (visual-fx-3d│
├─────────────────────────────────────────┼───────────────────────────────────┤
│ • Fullscreen ambient fluid meshes │ • Declarative 3D scene graphs │
│ • Interactive plasma & ripples │ • glTF / GLB product models │
│ • Audio-reactive visualizers │ • Spatial lighting & camera rigs │
│ • GPU particle simulations │ • Optical liquid glass refraction │
│ • ~25KB gzipped bundle │ • React Three Fiber (R3F) & Drei │
│ • Zero-GPU headless CI testable │ • ~250KB+ bundle (spatial engine) │
└─────────────────────────────────────────┴───────────────────────────────────┘
```
> **House Rule:** Use `vgpu` for 2D surface shaders, fluid backdrops, and compute passes. Use `visual-fx-3d` strictly when rendering actual 3D spatial geometry, glTF models, or optical refraction panels.
---
## 2. Installation & Ecosystem
```bash
# Core WebGPU toolkit
npm i vgpu
# Headless adapters for CI/CD tests and server-side execution
npm i -D @vgpu/adapter-mock @vgpu/adapter-node
```
---
## 3. Mobile-First Safety & Graceful Fallback Invariant
> **AVCH-133 Invariant:** WebGPU is supported on modern desktop browsers (Chrome 113+, Edge 113+, Safari 18+) and iOS 18+. Older devices, Safari on iOS $\le 17$, older Android handsets, and default Linux Firefox **do not support WebGPU**.
>
> ⛔ **NEVER instantiate a WebGPU canvas without guarding `navigator.gpu`.** If `navigator.gpu` is undefined or initialization rejects, you MUST gracefully degrade to a high-performance CSS gradient or static SVG background. Never display a blank rectangle or crash the render tree.
### The Standard Guard Pattern
```tsx
import React, { useEffect, useState } from 'react';
export function useWebGPUSupport(): boolean {
const [supported, setSupported] = useState<boolean>(false);
useEffect(() => {
if (typeof navigator !== 'undefined' && 'gpu' in navigator && navigator.gpu) {
navigator.gpu.requestAdapter().then((adapter) => {
setSupported(Boolean(adapter));
}).catch(() => {
setSupported(false);
});
} else {
setSupported(false);
}
}, []);
return supported;
}
```
---
## 4. Component Recipe: Fullscreen Fluid Ambient Mesh
A responsive, battery-conscious background mesh using typed WGSL shaders with automatic CSS gradient fallback.
```tsx
'use client';
import React, { useEffect, useRef, useState } from 'react';
const SHADER_WGSL = /* wgsl */ `
struct Uniforms {
time: f32,
width: f32,
height: f32,
speed: f32,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) uv: vec2f,
};
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var pos = array<vec2f, 6>(
vec2f(-1.0, -1.0), vec2f(1.0, -1.0), vec2f(-1.0, 1.0),
vec2f(-1.0, 1.0), vec2f(1.0, -1.0), vec2f(1.0, 1.0)
);
var out: VertexOutput;
out.position = vec4f(pos[vertex_index], 0.0, 1.0);
out.uv = pos[vertex_index] * 0.5 + 0.5;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4f {
let uv = in.uv;
let t = u.time * u.speed * 0.3;
// Ambient fluid sinusoidal harmonic waves
let wave1 = sin(uv.x * 3.0 + t) * cos(uv.y * 2.0 + t * 0.5);
let wave2 = cos(uv.x * 2.5 - t * 0.8) * sin(uv.y * 3.5 + t);
let fluid = (wave1 + wave2) * 0.5 + 0.5;
let colorA = vec3f(0.04, 0.04, 0.08); // Deep obsidianFrom sudomadhatter/design-engineer-skills, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Sep 10, 2026 (1 month ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
vgpu skill. Agent Mart. https://agentmart.dev/skills/sudomadhatter-vgpu (last updated 2026-10-24)