vercel-labs/vgpu
>- Build and optimize WebGPU apps with the vgpu package and entrypoints vgpu/node, vgpu/mock, vgpu/scene, and vgpu/client. Use @vgpu/render/inspect, /utils, /edit, and /perf only as slim tooling subpaths. Bundles performance guides and the API reference; load one doc at a time.
npx skills add https://github.com/vercel-labs/vgpu --skill vgpu
Generated from the vgpu .docs.md source. Each entry maps to a file in references/ and to a
doc you can load on demand with the CLI — load only what you need, don't read the whole skill:
vgpu is layered: vgpu/core (thin WebGPU wrappers) → vgpu (main API with WGSL reflection) → vgpu/scene (geometry/camera helpers). Lower layers are always accessible and interoperable.
Glossary: Surface means a canvas-backed render target (swapchain) created with surface(gpu, canvas); do not confuse it with the general phrase ‘API surface’.
npx -y vgpu docs find <query> # search doc paths + symbols
npx -y vgpu docs grep -i <term> # search doc CONTENT
npx -y vgpu docs cat <symbol> # print one doc, e.g. `cat Frame`, `cat performance-model`
references/guides/concepts-context.docs.mdreferences/guides/concepts-draws.docs.mdreferences/guides/concepts-compilation.docs.mdreferences/guides/concepts-effects.docs.mdreferences/guides/concepts-passes.docs.mdreferences/guides/concepts-frames.docs.mdreferences/guides/concepts-render-bundles.docs.mdreferences/guides/cli.docs.mdWriting or optimizing a shader? Read performance-model first, then the rest as needed.
references/guides/agent-browser-webgpu.docs.mdreferences/guides/authoring-for-perf.docs.mdreferences/guides/browser-testing.docs.mdreferences/guides/external-ticker.docs.mdreferences/guides/getting-started.docs.mdreferences/guides/measuring.docs.mdreferences/guides/ml.docs.mdreferences/guides/ml-browser.docs.mdreferences/guides/ml-buffers.docs.mdreferences/guides/ml-node.docs.mdreferences/guides/nextjs.docs.mdreferences/guides/no-bundler.docs.mdreferences/guides/optimize-pass.docs.mdreferences/guides/performance-model.docs.mdreferences/guides/performance-patterns.docs.mdreferences/guides/performance-playbook.docs.mdreferences/guides/publishing-wgsl-packages.docs.mdreferences/guides/shader-debugging.docs.mdreferences/guides/shader-fix-its.docs.mdreferences/guides/shader-workflow.docs.mdreferences/guides/texture-formats.docs.mdreferences/guides/two-pass-rendering.docs.md255 symbols across 19 packages — open references/<package>/<file> or npx -y vgpu docs cat <symbol>:
@vgpu/adapter-node — createNodeAdapter, createNodeDevice@vgpu/render/edit — bevel, bridge, dissolveEdges, dissolveFaces, dissolveVertices, EdgeView, EditableMesh, EditableMeshValue, ElementDomain, ElementSelection, ElementSet, extrude, FaceView, fillHole, gridFill, healManifold, inset, KernelHandle, loopCut, mergeByDistance, MeshEditError, MeshEditWarning, recomputeNormals, ScoredSelection, subdivideEdges, subdivideFaces, toEditable, toEditableWithDiagnostics, VertexView@vgpu/render/inspect — InspectMaterial, InspectMaterialUniformParams, meshToReadable, meshToWireframe, normalDebugMaterial, NormalDebugMaterialSpec, wireframeMaterial, WireframeMaterialSpec, WireframeMesh@vgpu/render/perf — gpuFrameTime, GpuFrameTimeOptions, GpuFrameTimeResult, pixelDiff, PixelDiffResult@vgpu/render/utils — canvasMouseTracker, CanvasMouseTracker, CanvasMouseTrackerSpec, canvasResolution, CanvasResolution, frameClock, FrameClock@vgpu/wgsl — compile, ResolvedShader, SourceMap, WGSLAst, WGSLSource@vgpu/wgsl-std/color — applyExposure, luminance, luminanceThreshold, tonemapAces, tonemapReinhard@vgpu/wgsl-std/fullscreen — fullscreenTriangleClip, fullscreenTriangleUv@vgpu/wgsl-std/hash — hash1, hash2, hash3, hashU32, pcg2d, pcg3d, unitFloat@vgpu/wgsl-std/noise — voronoi2d, voronoi3d, VoronoiSample2, VoronoiSample3@vgpu/wgsl-std/noise/perlin — fbmPerlin2d, fbmPerlin3d, perlin2d, perlin3d@vgpu/wgsl-std/noise/simplex — fbmSimplex2d, fbmSimplex3d, simplex2d, simplex3d@vgpu/wgsl/loader-vite — transformWgsl, ViteLoadResult, wgslVitePlugin@vgpu/wgsl/loader-webpack — wgslWebpackLoader@vgpu/wgsl/runtime — ResolvedShader, ResolveOptions, resolveShader, SourceMap, WGSLAst, WGSLModulevgpu — Bundle, BundleOptions, BundleRecorder, clock, Clock, Compute, ComputeOptions, Draw, DrawCallOptions, DrawLayoutOptions, DrawOptions, Effect, EffectOptions, Frame, FrameLoopHandle, FramePass, FramePassOptions, FrameRunner, Geometry, GeometryLike, Gpu, init, InitOptions, PingPongStorage, PingPongTargets, SharedUniforms, StorageAccess, StorageBuffer, Surface, SurfaceOptions, SurfaceResizeEvent, Target, TargetOptions, TargetTextureOptions, Timer, TimerSpan, Uniform, UniformOptions, Visibility, VisibilityOptions, VisibilityQueryvgpu/core — bind, Buffer, BufferOptions, createBindGroup, createBindGroupLayout, CreateDeviceOptions, createPipelineLayout, createRenderBundle, createSampler, Device, DeviceOptions, Queue, RenderBundleOptions, RenderBundleRecorder, ScalarUniformType, StorageBuffer, StorageBufferOptions, StructuredUniform, StructuredUniformOptions, Texture, TextureOptions, Uniform, UniformField, UniformLayout, UniformLayoutInfo, UniformOptions, UniformPool, UniformPoolOptions, UniformSlot, UniformValues, ValidationError, VectorUniformInput, VGPUAdapter, VGPUError, WgslUniformTypevgpu/mock — createMockAdaptervgpu/scene — ambientLight, AmbientLight, AmbientLightOptions, AmbientLightValues, box, BoxOptions, Camera, CameraVec3, capsule, CapsuleOptions, ColorMaterialOptions, ColorMaterialValues, cone, ConeOptions, cylinder, CylinderOptions, degToRad, directionalLight, DirectionalLight, DirectionalLightOptions, DirectionalLightValues, disk, DiskOptions, dodecahedron, fullscreenQuad, FullscreenQuadOptions, geometries, GeometryKind, group, icosahedron, icosphere, IcosphereOptions, lambertMaterial, LambertMaterial, Mat4, MaterialBlend, mesh, MeshNode, NodeOptions, NodeTransformValues, normalMaterial, NormalMaterial, octahedron, orbit, orbitControls, OrbitControls, OrbitControlsElement, OrbitControlsOptions, OrbitControlsValues, OrbitOptions, orthographicCamera, OrthographicCamera, OrthographicCameraOptions, OrthographicCameraValues, perspectiveCamera, PerspectiveCamera, PerspectiveCameraOptions, PerspectiveCameraValues, plane, PlaneOptions, PolyhedronOptions, QuatLike, ring, RingOptions, scene, SceneCamera, SceneGeometry, SceneGeometryOfKind, SceneMaterial, SceneMaterialKind, SceneNode, SceneNodeKind, shaderMaterial, ShaderMaterial, ShaderMaterialOptions, sphere, SphereOptions, srgb, tetrahedron, torus, TorusOptions, unlitMaterial, UnlitMaterial, Vec3, Vec3LikeTake vercel-labs/vgpu from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.
The instructions reference npx.
Without those the skill loads but fails at the first command.