motion-gpu-adapters-wgsl

Build and edit MotionGPU core and Svelte, React, and Vue adapters for WGSL shader pipelines.

179|7|Updated Feb 28, 2026
One-click install
npx skills add https://github.com/Motion-Core/motion-gpu --skill motion-gpu-adapters-wgsl
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: motion-gpu-adapters-wgsl
Source: https://github.com/Motion-Core/motion-gpu/tree/main
Command: npx skills add https://github.com/Motion-Core/motion-gpu --skill motion-gpu-adapters-wgsl

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

Standardize and accelerate cross-framework development by building and editing MotionGPU core with Svelte/React/Vue adapters, ensuring shader materials, runtime hooks, and render logic work identically across platforms.

Core Features & Use Cases

  • Provides a single source of truth for public entrypoints (core, advanced, svelte, react, vue) and maps adapter differences to keep code portable.
  • Guides implementing or refactoring FragCanvas-based components, defineMaterial shaders, useFrame runtime, textures/useTexture workflows, render passes and targets, compute shaders and storage buffers, render-mode scheduling, and error handling/diagnostics.

Quick Start

Define a minimal material with defineMaterial and render it with FragCanvas to validate cross-adapter compatibility.

Frequently Asked Questions about motion-gpu-adapters-wgsl

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I standardize WGSL shader pipelines across React, Vue, and Svelte?

You can standardize WGSL shader pipelines by using MotionGPU core with framework adapters to map differences and keep FragCanvas components, defineMaterial shaders, and useFrame runtime logic portable across platforms.

Can I use compute shaders and storage buffers with FragCanvas components?

Yes, this scope actively guides implementing compute shaders, storage buffers, render passes, and render targets within FragCanvas-based components while enforcing safe public entrypoints across adapters.

How do I validate cross-adapter compatibility for a minimal defineMaterial shader?

To validate cross-adapter compatibility, define a minimal material with defineMaterial and render it through FragCanvas to ensure the shader works identically across Svelte, React, and Vue adapters.

What is the best way to handle render-mode scheduling and error handling in WebGPU?

The best way to handle render-mode scheduling and error handling is by editing MotionGPU core and adapters, which codify diagnostic workflows and enforce safe multi-framework shader development.

Does this approach require separate useFrame runtime logic for each framework adapter?

No, the approach maintains a single source of truth for public entrypoints and maps adapter differences so useFrame runtime logic and textures operate consistently without separate implementations.