fix(skills): every team-template skill binding now resolves
55 of 85 role skill bindings pointed at skills that were never authored,
so 10 of 11 team templates bound a smaller context bundle than their role
prompts assumed. Three roles bound nothing at all (gpu.bench_engineer,
threejs.shader_author, threejs.perf_engineer) while their prompts described
procedures they had no way to read.
The loader comment at team_template_loader.rs:167 already diagnosed this —
snake_case slugs in TOML against kebab-case skill files — and it was
half-fixed: the kebab names were corrected, the snake_case ones left.
It was invisible because both existing tests assert authored ⊆ referenced
(30/30, green) and the second explicitly declines to check the other
direction. So the failing half was the half nobody asserted.
Resolved every name by one of three explicit choices:
- 23 skills authored where the role genuinely needed the procedure
(gpu, threejs, research, analysis, frontend, mobile, backend, platform)
- renames onto authored skills where one existed in substance, including
the four-near-duplicate cases that collapse onto one real skill
- 22 aspirational references deleted — a binding an agent cannot read is
a promise, not a capability
Two tests now hold it. The unit test checks referenced ⊆ authored against
the files. The new integration test runs both loaders in boot order and
asserts the bindings survive the trip through the database, which is a
different question: resolution goes through skills_catalog rows, so a skill
file that exists but fails to ingest still leaves the role empty.
Negative controls: the unit test failed naming all 55; the integration test
fails naming the exact role when one name is reverted.
threejs.shader_author and .perf_engineer gained a second and third skill
after the collapse — pin_in_context pins idx < 2, so a role left with one
skill silently pins less than the policy intends.
Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
co-authored by
Claude Opus 5
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---
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name: shader-authoring-glsl-wgsl
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description: Writing GLSL and WGSL shaders that compile on both, and the precision and uniform traps that only appear on some hardware.
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when_to_use: You are the shader author on a three.js/WebGL team, writing or porting a shader.
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tags: [threejs, shaders]
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---
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# GLSL and WGSL are the same ideas, spelled differently
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WebGL2 takes GLSL ES 3.0; WebGPU takes WGSL. Porting is mostly mechanical, and
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the mechanical parts are not where the bugs are.
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| | GLSL ES 3.0 | WGSL |
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|---|---|---|
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| entry | `void main()` | `@fragment fn fs_main(...) -> @location(0) vec4f` |
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| varyings | `in`/`out` at global scope | struct fields with `@location(n)` |
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| uniforms | `uniform` block | `var<uniform>` in a bind group |
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| texture | `texture(sampler2D, uv)` | `textureSample(t, s, uv)` — texture and sampler are SEPARATE |
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| vec | `vec3` | `vec3f` (alias of `vec3<f32>`) |
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The separated texture/sampler split is the one that changes structure: WGSL
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binds them independently, so a GLSL shader using four samplers becomes four
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textures plus (often) one shared sampler.
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## Precision is not decoration
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`mediump` in a fragment shader means **at least** 10 bits of mantissa, and on
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mobile GPUs it means exactly that. A computation that is fine on a desktop
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where `mediump` is silently promoted to 32-bit will band, banding-clamp or
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NaN on a phone.
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Rules that avoid the whole class:
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- World-space positions and time accumulators are `highp`. Always. A `mediump`
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time uniform visibly stutters within minutes of page load.
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- Normalise in `highp`, then downcast.
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- Test on a real mobile device or an emulator that honours precision. Desktop
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Chrome will not show you this bug.
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## Uniforms are a budget
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Each uniform, varying and texture unit is a hardware-limited slot, and the
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limits are much lower than desktop defaults suggest (`MAX_VARYING_VECTORS` can
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be 8). Pack related scalars into a `vec4` rather than declaring four floats, and
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query the limits rather than assuming.
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## Shader compile errors are silent by default
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three.js logs a compile failure to the console and renders black. That is
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indistinguishable from a material bug, a camera bug or a culling bug. When
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something renders black, check the shader log FIRST — it is a two-second check
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that eliminates a large fraction of the search space.
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Keep a flat-colour fallback: a shader that fails to compile should show
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magenta, never black. Black is a colour the scene might legitimately be;
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magenta is not.
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