This package implements a metabolic network analysis pipeline to identify an active metabolic module based on high throughput data. The pipeline takes as input transcriptional and/or metabolic data and finds a metabolic subnetwork (module) most regulated between the two conditions of interest. The package further provides functions for module post-processing, annotation and visualization.
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bioMate-AI/biomate-bioconductor-kb☆ 7972026年6月21日 更新
Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, TSL syntax and node materials, compute shaders, post-processing effects, and WGSL integration. Use this skill when working with Three.js WebGPU, TSL shaders, node materials, or GPU compute in Three.js.
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managedcode/dotnet-skills☆ 4902026年10月21日 更新
Converts webm/mp4 video files to optimized GIFs via ffmpeg with configurable quality settings. Use when post-processing recordings into shareable GIFs.
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athola/claude-night-market☆ 3422026年10月17日 更新
Route DeepLabCut markerless pose-estimation workflows, project setup, PyTorch training/inference, maDLC tracking, Model Zoo, post-processing, 3D, and export tasks.
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VectorSpaceLab/AREX-Skill☆ 3392026年9月3日 更新
The order of operations for an Active Directory penetration test: setup, collection, exploitation, post-processing. Use this whenever you are planning or driving an AD assessment and need to know what to run before what and why (map before you exploit; harvest easy credentials before spraying to avoid lockouts; collect the graph before you reason about paths). Covers phase sequencing with standard tooling: netexec/nxc, impacket, certipy, bloodyAD, kerbrute, BloodHound CE. Invoke it at the start of an engagement, when deciding the next phase, or when a step feels out of order.
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ADScanPro/Claude-AD☆ 2142026年8月25日 更新
Production guidance for planning, building, animating, capturing, and reviewing complete Three.js scenes for rendered media. Use for browser-native 3D product shots, title sequences, procedural worlds, glTF scene assembly, camera and lighting animation, shaders, post-processing, deterministic frame export, and Three.js render QA; not for modeling standalone assets, WebXR interaction, or generic website decoration.
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calesthio/generative-media-skills☆ 2102026年7月14日 更新
Generate 3D assets with Tencent's Hunyuan3D family — open-weight self-hosted models (Hunyuan3D-2.0/2.1 and HunyuanWorld / HY-World for scenes) and the hosted, closed API tiers (2.5, PolyGen, 3.0/3.1 via Tencent Cloud and third-party hosts). Use when a task involves image-to-3D or text-to-3D mesh generation, the shape-then-texture (DiT + Paint / PBR) workflow, choosing between self-hosting and a hosted API, checking the Community License's Territory (EU/UK/South Korea) and 1M-MAU commercial gate, sizing GPU/VRAM for local inference, ComfyUI integration, or reviewing and post-processing (retopology, UVs, decimation) the meshes these models produce. Not for image, video, or general LLM tasks.
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calesthio/generative-media-skills☆ 2102026年7月14日 更新
Expert guide for modern web shaders: Three Shading Language (TSL), WebGPU WGSL, Compute Shaders, and WebGL GLSL in Three.js and Babylon.js. Covers procedural generation, compute kernels, and post-processing / Panduan ahli shader web modern: TSL, WGSL, Compute Shader, dan GLSL.
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roedyrustam/vibes-plug☆ 1102026年10月21日 更新
Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.
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archibate/dotfiles-opencode☆ 1082026年4月29日 更新
Build 3D web apps with Three.js (WebGL/WebGPU). 556 searchable examples, 60 API classes, 20 use cases. Actions: create 3D scene, load model, add animation, implement physics, build VR/XR. Topics: GLTF loader, PBR materials, particle effects, shadows, post-processing, compute shaders, TSL. Integrations: WebGPU, physics engines, spatial audio.
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manhvann/codexkit☆ 892026年8月29日 更新
Authoritative reference and rules for developing for Obsidian — building TypeScript plugins (Plugin lifecycle, manifest.json, commands, settings, modals, views, ribbon/status bar), the Vault and Editor APIs, the event system, Markdown post-processing & code-block processors, CodeMirror 6 editor extensions, building CSS themes (CSS variables, theme.css/manifest), and submitting plugins/themes to the community directory. Use whenever the user asks to build, debug, or review an Obsidian plugin or theme, work with the Obsidian API (Vault/Editor/Workspace/Plugin), register commands/views/events, process Markdown, or release/submit to the Obsidian community.
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Agents365-ai/365-skills☆ 872026年10月16日 更新
Runs the GPU part of a vlm-ocr pipeline on Leiden University's ALICE cluster. Decides whether a corpus needs ALICE, picks a GPU partition for the model, sets up storage, a pinned vLLM environment and offline weights, ships code and scans, runs a gate job and chained bulk jobs with the bundled SLURM template, and brings the page records home for post-processing. Use with vlm-ocr when OCRing scans on ALICE or deciding whether to.
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scdenney/open-science-skills☆ 692026年10月20日 更新
Run the GPU part of a $vlm-ocr pipeline on Leiden University's ALICE cluster: decide whether a corpus needs ALICE, pick a GPU partition for the model, set up storage, a pinned vLLM environment and offline weights, ship code and scans, run a gate job and chained bulk jobs with the bundled SLURM template, and bring the page records home for post-processing. Use with $vlm-ocr when OCRing scans on ALICE or deciding whether to.
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scdenney/open-science-skills☆ 692026年10月20日 更新
Configure render settings, compositing nodes, output formats, and execute renders via Cycles or EEVEE engines using Python API or command-line interface. Use when automating render execution for batch processing, configuring quality and performance trade-offs, setting up compositing pipelines for post-processing, generating multiple output formats from a single render, or producing final output for publication or presentation.
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pjt222/agent-almanac☆ 422026年10月21日 更新
Reference WebGPU APIs, TSL syntax, node materials, WGSL integration, compute shaders, and post-processing in Three.js. For complete particle canvases use threejs-particle-canvas; for GLSL shaders use rocaille-shader. Triggers on TSL shader, WebGPU renderer, node material, WGSL, GPU compute, WebGPU setup.
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tdimino/claude-code-minoan☆ 412026年10月20日 更新
Use when adding visual effects to a PlayCanvas app, to choose between particle systems, shader chunks, runtime meshes, and post-processing.
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playcanvas/skills☆ 282026年10月13日 更新
Use when lighting or rendering a PlayCanvas scene, covering lights, ambient and environment lighting, sky, shadows, tone mapping, exposure, fog, and post-processing.
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playcanvas/skills☆ 282026年10月13日 更新
React Three Fiber (R3F) 3D rendering — Canvas, meshes, materials, lights, cameras, animations, events, physics, post-processing, performance
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agents-inc/skills☆ 252026年10月17日 更新
Unity 6 graphics and rendering guide. Use when working with render pipelines (URP, HDRP, Built-in), shaders, Shader Graph, materials, textures, cameras, post-processing, or rendering optimization. Covers Render Graph, batching, draw call optimization, and GPU instancing. Based on Unity 6.3 LTS documentation.
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IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 lighting and visual effects guide. Use when working with lights, baked/realtime/mixed lighting, light probes, reflection probes, Adaptive Probe Volumes (APV), global illumination, Particle System, VFX Graph, or post-processing effects. Based on Unity 6.3 LTS documentation.
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IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
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datit309/supergraph☆ 212026年10月18日 更新
Photography expert for composition, lighting, camera settings, and post-processing techniques
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sandraschi/advanced-memory-mcp☆ 202026年10月13日 更新
Generate ready-to-paste AI image-gen prompts for 2D game art (character/sprite, icon/UI/item, background/tileset) that stay consistent with the project's art style across separate chat sessions in Claude/Gemini/ChatGPT chat UIs. Use when the user wants to render, generate, or create game art/sprites/icons/backgrounds with AI, or mentions an "art style bible" for a game project. Maintains a persistent `art-style-bible.md` so style doesn't drift between requests, and gives a post-generation checklist plus post-processing guidance for common technical misses (transparency, size, aspect ratio).
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DangQuangSE/team-development-skills☆ 192026年10月19日 更新
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
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thedaviddias/agent-forge☆ 32026年5月18日 更新