lilimozi/oh-plugins/typegpu
Claude Code and agent skill by lilimozi/oh-plugins
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TypeGPU and raw WebGPU adapter patterns for HyperFrames. Use when creating GPU-rendered compositions with TypeGPU, raw WebGPU, WGSL fragment shaders, compute pipelines, liquid glass effects, particle systems, or any canvas layer driven by navigator.gpu that responds to HyperFrames hf-seek events.
Install
npx vskill@latest install lilimozi/oh-plugins/typegpuSKILL.md
The same SKILL.md was published earlier as drolu/agent-skills/typegpu.
TypeGPU / WebGPU for HyperFrames
HyperFrames supports TypeGPU and raw WebGPU through its typegpu runtime adapter. The adapter does not own your pipeline. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact GPU frame.
Contract
- Initialize WebGPU asynchronously (
await navigator.gpu.requestAdapter()), but register all GSAP tweens synchronously — before anyawait. The HyperFrames player reads the timeline immediately at page load. - Render from HyperFrames time, not
performance.now(). - Listen for the
hf-seekevent and re-render at exactly that time. - Guard against environments where WebGPU is unavailable — the adapter does not check for you.
- For video renders, call
await device.queue.onSubmittedWorkDone()after submitting GPU work to ensure the canvas is flushed before the frame is captured.
The adapter sets window.__hfTypegpuTime and dispatches new CustomEvent("hf-seek", { detail: { time } }) on each seek.
Basic Pattern
Timeline Registration
GSAP tweens that drive text, captions, or HTML elements must be registered synchronously — before any await:
Video-Backed Effects (Liquid Glass, Distortion)
To use a <video> as the GPU input texture:
Render-mode caveat: headless Chrome may fail copyExternalImageToTexture for video elements. For production renders, pre-extract key frames via FFmpeg as PNGs and load them as image textures instead.
Frosted Blur via Downsample Pass
A single-pass Gaussian kernel is too weak for glass-like frosted blur. Use a two-pass approach:
- Pass 1 — Downsample: render the full-res texture to a small texture (1/6 resolution). Bilinear filtering during the downsample naturally averages pixels.
- Pass 2 — Glass composite: sample the small texture for the frosted interior (bilinear upscale = heavy smooth blur) and the full-res texture for sharp areas and chromatic refraction.
This matches TypeGPU's textureSampleBias mip-level approach without generating mipmaps.
Transparent vs Opaque Canvas
- `alphaMode: 'opaque'` — the GPU canvas renders the full frame (video + effect). Use when the GPU pipeline handles all visual content.
- `alphaMode: 'premultiplied'` — the GPU canvas is transparent where alpha = 0, letting HTML elements below show through. Use for overlays (particles, path animations) on top of a regular
<video>element.
WGSL Full-Screen Triangle
The standard vertex shader for full-screen effects (no vertex buffer needed):
Draw with pass.draw(3) — one triangle that covers the viewport.
Rounded-Rect SDF (Liquid Glass Pill)
Use this to define inside/ring/outside zones for glass effects. Negative values are inside the shape.
Deterministic Rendering
- No
Math.random()— use a seeded PRNG. - No
requestAnimationFramefor the render loop — render only in response tohf-seek. - No
performance.now()for animation time — readwindow.__hfTypegpuTimeore.detail.time. - After GPU submit, call
await device.queue.onSubmittedWorkDone()for render-mode frame capture.
Security
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Source
- SKILL.md in the repositoryCheckingofficial-plugins/hanako-hyperframes/skills/typegpu/SKILL.md
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