A professional-grade toolkit for cross-platform shader development, performance optimization, and deep reverse engineering of compiled GPU binaries.
The fastest way to install a skill directly from the registry.
npx clawhub@latest install gpu-shader-toolkit
Copy the skill folder to one of these locations
~/.openclaw/skills/ <project>/skills/ Priority: Workspace > Local > Bundled
Copy this prompt to OpenClaw to install it automatically.
Help me install gpu-shader-toolkit using Clawhub. If Clawhub is not installed, install it first (npm i -g clawhub).
Get the raw skill files in a ZIP archive.
The GPU Shader Toolkit is an expert-level resource designed for developers who need to bridge the gap between high-level shader code and low-level GPU execution. It provides a comprehensive framework for writing, converting, and optimizing shaders across HLSL, GLSL, MSL, WGSL, and specialized formats like ReShade FX and Unity ShaderLab. By leveraging this skill from the Openclaw Skills library, developers can ensure their visual effects are both high-performing and platform-agnostic.
Beyond standard development, the toolkit excels in shader reverse engineering. it includes specialized workflows for NVIDIA shader cache analysis using tools like nvcachetools and nvdisasm, as well as methods for extracting compiled DXBC shaders from game archives. Whether you are porting a complex effect from WebGL to Metal or analyzing the instruction count of a compute shader for an RTX 4090, this toolkit provides the technical truth required for production-ready graphics programming.
To begin using this tool from Openclaw Skills, ensure your environment is configured for GPU binary analysis:
# Install NVIDIA cache analysis tools
git clone https://github.com/therontarigo/nvcachetools.git
cd nvcachetools && gcc -o nvcachedec nvcachedec.c
# Set NVIDIA shader cache path (Linux example)
export __GL_SHADER_DISK_CACHE_PATH=~/.nv/GLCache
# Install Microsoft DirectX Shader Compiler (DXC)
# Available via Windows SDK or GitHub releases
dxc -dumpbin shader.dxil -Fc disassembly.txt
The toolkit organizes shader data and metadata using a structured taxonomy to ensure cross-platform compatibility:
| Data Category | File Formats | Metadata Tracked |
|---|---|---|
| Source Code | .hlsl, .glsl, .metal, .wgsl | Entry points, Uniform bindings, Semantics |
| Compiled Binaries | .dxbc, .dxil, .spv, .nvuc | SM Architecture (e.g., SM89), Instruction count |
| Debug Dumps | .ppdmp, .sdrb, .bin | GE command lists, PAK TOC offsets |
| Optimization Reports | .asm, .txt | Register pressure, STL/LDL hotspots, ALU vs Tex cost |
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