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ralph-gpu

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by vercel · part of vercel-labs/ralph-gpu

Minimal WebGPU shader library for creative coding and real-time graphics. Provides fullscreen passes, particles, compute shaders, render targets, and ping-pong…

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🧰 Not standalone. This skill ships with vercel-labs/ralph-gpu and only works together with that tool — install the tool first, then add this skill.

Minimal WebGPU shader library for creative coding and real-time graphics. Provides fullscreen passes, particles, compute shaders, render targets, and ping-pong…

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by vercel

Minimal WebGPU shader library for creative coding and real-time graphics. Provides fullscreen passes, particles, compute shaders, render targets, and ping-pong… npx skills add https://github.com/vercel-labs/ralph-gpu --skill ralph-gpu Download ZIPGitHub58

ralph-gpu

A minimal WebGPU shader library for creative coding and real-time graphics.

When to Use

Use this skill when:

  • Building WebGPU shader effects, creative coding projects, or real-time graphics

  • Working with fullscreen shader passes, particle systems, or compute shaders

  • Need guidance on ralph-gpu API, render targets, or WGSL shader patterns

  • Implementing GPU-accelerated simulations or visual effects

Core Concepts

Concept Description gpu Module entry point for initialization ctx GPU context — manages state and rendering pass Fullscreen shader (fragment only, uses internal quad) material Shader with custom vertex code (particles, geometry) target Render target (offscreen texture) pingPong Pair of render targets for iterative effects compute Compute shader for GPU-parallel computation storage Storage buffer for large data (particles, simulations) sampler Custom texture sampler with explicit filtering/wrapping texture Load images, canvases, video, or raw data as GPU textures

Auto-Injected Globals

Every shader automatically has access to these uniforms:

Copy & paste — that's it
struct Globals {
 resolution: vec2f, // Current render target size in pixels
 time: f32, // Seconds since init
 deltaTime: f32, // Seconds since last frame
 frame: u32, // Frame count since init
 aspect: f32, // resolution.x / resolution.y
}
@group(0) @binding(0) var globals: Globals;

API Overview

Context Creation

Copy & paste — that's it
const ctx = await gpu.init(canvas, {
 autoResize?: boolean, // Auto-handle canvas sizing (default: false)
 dpr?: number, // Device pixel ratio
 debug?: boolean, // Enable debug mode
 events?: { // Event tracking
 enabled: boolean,
 types?: string[],
 historySize?: number
 }
});

Fullscreen Passes

Copy & paste — that's it
// Simple mode (auto-generated bindings)
const pass = ctx.pass(wgslCode, {
 uTexture: someTarget,
 color: [1, 0, 0],
 intensity: 0.5
});
pass.set("intensity", 0.8); // Update uniforms

// Manual mode (explicit bindings)
const pass = ctx.pass(wgslCode, {
 uniforms: {
 myValue: { value: 1.0 }
 }
});
pass.uniforms.myValue.value = 2.0;

Render Targets

Copy & paste — that's it
const target = ctx.target(512, 512, {
 format?: "rgba8unorm" | "rgba16float" | "r16float" | "rg16float",
 filter?: "linear" | "nearest",
 wrap?: "clamp" | "repeat" | "mirror",
 usage?: "render" | "storage" | "both"
});

ctx.setTarget(target); // Render to target
ctx.setTarget(null); // Render to screen

Ping-Pong Buffers

Copy & paste — that's it
const simulation = ctx.pingPong(128, 128, {
 format: "rgba16float"
});

// In render loop:
uniforms.inputTex.value = simulation.read;
ctx.setTarget(simulation.write);
processPass.draw();
simulation.swap();

Particles (Instanced Quads)

Copy & paste — that's it
const particles = ctx.particles(1000, {
 shader: wgslCode, // Full vertex + fragment shader
 bufferSize: 1000 * 16, // Buffer size in bytes
 blend: "additive"
});

particles.write(particleData); // Float32Array
particles.draw();

Compute Shaders

Copy & paste — that's it
const compute = ctx.compute(\`
 @compute @workgroup_size(64)
 fn main(@builtin(global_invocation_id) id: vec3 ) {
 // GPU computation
 }
\`);

compute.storage("buffer", storageBuffer);
compute.dispatch(Math.ceil(count / 64));

Storage Buffers

Copy & paste — that's it
const buffer = ctx.storage(byteSize);
buffer.write(new Float32Array([...]));

// Bind to shader
pass.storage("dataBuffer", buffer);

Texture Loading

Copy & paste — that's it
// From URL (async)
const tex = await ctx.texture("image.png");

// From canvas / video / ImageBitmap (sync)
const tex = ctx.texture(canvas);

// From raw pixel data (sync)
const tex = ctx.texture(new Uint8Array(data), { width: 256, height: 256 });

// Options
const tex = await ctx.texture("photo.jpg", {
 filter: "linear", // "linear" | "nearest"
 wrap: "repeat", // "clamp" | "repeat" | "mirror"
 format: "rgba8unorm", // GPU texture format
 flipY: true, // Flip vertically on load
});

// Bind to shader (manual mode)
const pass = ctx.pass(shader, {
 uniforms: {
 uTex: { value: tex }, // .texture and .sampler auto-bound
 }
});

// Update from live source (canvas, video)
tex.update(videoElement);

// Clean up
tex.dispose();

Important Notes

WGSL Alignment: array<vec3f> has 16-byte stride, not 12. Always pad to 16 bytes:

Copy & paste — that's it
// Correct: [x, y, z, 0.0] per element
const buffer = ctx.storage(count * 16);

Particle Rendering: Use instanced quads, not point-list (WebGPU points are always 1px)

Texture References: Target references stay valid after resize — no need to update uniforms

Screen Readback: Cannot read pixels from screen, only from render targets

Examples

Full working examples extracted from the docs app:

  • Simple Gradient — The simplest possible shader — map UV coordinates to colors. This creates a gradient from black (bottom-left) to cyan (top-right).

  • Animated Wave — A glowing sine wave with custom uniforms. The wave animates over time using globals.time.

  • Time-Based Color Cycling — A hypnotic pattern that cycles through colors over time. Combines time, distance, and angle for a mesmerizing effect.

  • Raymarching Sphere — A basic 3D sphere rendered using raymarching. This demonstrates how to create 3D shapes and lighting entirely within a fragment shader.

  • Perlin-style Noise — Layered fractional Brownian motion (fBm) noise. This technique is fundamental for generating procedural textures, terrain, and natural-looking patterns.

  • Metaballs — Organic-looking "blobs" that merge together based on an implicit surface. This effect uses a distance-based field and a threshold to create smooth blending.

  • Mandelbrot Set — The classic complex number fractal. This shader computes the set by iterating z = z² + c and mapping the escape time to vibrant colors.

  • Alien Planet — A procedurally generated alien world with atmospheric scattering and an orbiting moon. Uses raymarching with fBm noise for terrain detail.

  • Fluid Simulation — Real-time Navier-Stokes fluid simulation using ping-pong buffers, vorticity confinement, and pressure projection.

  • Triangle Particles — GPU-driven particle system with SDF-based physics. 30,000 particles spawn on triangle edges and flow along a signed distance field with chromatic aberration postprocessing.

Resources