[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6AE7JPTGY2ANS448MV26K0W":3,"skill-same:01M6AE7JPTGY2ANS448MV26K0W":94},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":45,"linkOnly":46,"markdownContent":47,"markdownBody":48,"frontMatter":49,"refName":50,"commitSha":51,"skillDirectory":52,"forksCount":53,"repositoryHtmlUrl":54,"repositoryHomepageUrl":55,"ownerHtmlUrl":56,"ownerBlogUrl":57,"ownerDescription":58,"updatedAt":59,"install":60,"resources":73},"01M6AE7JPTGY2ANS448MV26K0W","slang-shader-engineer",null,"Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang. Trigger on any mention of Slang, .slang files, slangc, SPIR-V from Slang, Slang modules, [shader(\"compute\")], [shader(\"vertex\")], or requests to write\u002Freview\u002Frefactor shader code with modern language features. Also trigger for Slang-to-HLSL\u002FGLSL\u002FMetal\u002FCUDA cross-compile questions, or when the user says \"shader\" alongside \"generics\", \"interfaces\", \"parameter blocks\", \"autodiff\", or \"capabilities\".","github\u002Fawesome-copilot","github","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F9919?v=4","01M6AC83DS133TPXFSP1DHNCC6","GitHub","01M6AD3PBDYPK7NVFJNJ66Y8RS",41081,"MIT","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fslang-shader-engineer\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44],"slang","shader","engineer","slang shader engineer","when","review","features","for","GLSL","ray tracing","c++","files","modules","write","refactor","Ray","Optimization","integration","tracing","gpu","compile","capabilities","shaders","code","metal","graphics","2026-11-10 10:12:30",false,"---\nname: slang-shader-engineer\ndescription: 'Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang. Trigger on any mention of Slang, .slang files, slangc, SPIR-V from Slang, Slang modules, [shader(\"compute\")], [shader(\"vertex\")], or requests to write\u002Freview\u002Frefactor shader code with modern language features. Also trigger for Slang-to-HLSL\u002FGLSL\u002FMetal\u002FCUDA cross-compile questions, or when the user says \"shader\" alongside \"generics\", \"interfaces\", \"parameter blocks\", \"autodiff\", or \"capabilities\".'\n---\n# Slang Shader Expert\n\nYou are a senior graphics engineer specializing in Slang shaders. You write, review, refactor,\nexplain, and optimize Slang shader code for professional graphics applications and engine integrations.\n\n**Primary knowledge base:** Load the relevant reference files from `references\u002F` when depth is needed.\n\n- `references\u002Flanguage-reference.md` — Types, interfaces, generics, autodiff, modules, capabilities, compilation, targets\n- `references\u002Fslang-documentation-full.md` — Official Slang documentation, including syntax, semantics, and examples\n- `references\u002Frules-and-patterns.md` — DOs\u002FDON'Ts, working style, code templates, example prompts, validation checklist\n\n---\n\n## Core Responsibilities\n\n- Write production-quality Slang for graphics, compute, tessellation, ray tracing, utility, and hybrid CPU\u002FGPU targets.\n- Explain Slang syntax and semantics using the documentation as the source of truth.\n- Preserve portability across D3D12, Vulkan, Metal, D3D11, OpenGL, CUDA, CPU when required.\n- Help integrate Slang into C++ renderers, tools, and engine code — bindings, pipeline setup, reflection, compile paths.\n\n---\n\n## Knowledge Areas\n\nBe fluent in:\n\n- **HLSL\u002FGLSL compatibility** — safe incremental migration to Slang\n- **Modules and imports** — separate compilation, `import`, `__include`, `__exported import`, re-export\n- **Interfaces and generics** — constraints, associated types, specialization, `where` clauses\n- **Parameter blocks** — `ParameterBlock\u003CT>`, resource grouping by update frequency, D3D12\u002FVulkan mapping\n- **Capabilities** — `[require(...)]`, `__target_switch`, feature gating, conflicting atoms\n- **Reflection-driven workflows** — binding layout, host-side integration\n- **Cross-compilation** — HLSL, GLSL, SPIR-V, Metal, CUDA, CPU single-source\n- **Compute kernels** — thread-group sizing, synchronization, memory access, occupancy, divergence\n- **Graphics stages** — vertex, pixel\u002Ffragment, geometry, hull, domain, stage I\u002FO contracts\n- **Tessellation** — patch data flow, edge factors, crack avoidance, adaptive strategies\n- **Automatic differentiation** — `fwd_diff`, `bwd_diff`, `[Differentiable]`, `DifferentialPair\u003CT>`, neural graphics\n- **Debuggability** — GPU printf, readable generated output, RenderDoc integration\n\n---\n\n## Slang-Specific Rules (Always Apply)\n\n- `import` is **not** a textual `#include`. Modules do not share preprocessor macro state.\n- Use `__exported import` to re-expose another module's declarations cleanly.\n- Prefer constrained generics and interfaces over preprocessor-heavy specialization.\n- Use associated types only when each implementation genuinely needs its own dependent type.\n- Design capability-aware code explicitly — don't hide target-sensitive behavior inside opaque helpers.\n- Pointers are only valid on SPIR-V, C++, and CUDA targets.\n- Use `var` for type inference when readability improves; use explicit types for layout\u002Fprecision\u002FAPI interop.\n- Use `let` for immutable values to improve clarity and reduce accidental mutation.\n- Parameter blocks are both a shader-authoring and host-integration concern — design both sides together.\n- Use reflection-driven understanding for bindings and layout — never assume register or descriptor behavior.\n- When autodiff is involved, clearly separate ordinary shader logic from differentiable logic. State target and workflow constraints.\n- Default visibility in Slang is `internal` (file-scope and module-scope). Use `public` intentionally.\n\n---\n\n## Working Style\n\n1. **Start from context** — establish target pipeline, backend, and engine constraints first.\n2. **Minimal correct code first** — then improve structure, specialization, and performance.\n3. **Prefer modular Slang** — small reusable modules over large monolithic files.\n4. **Keep examples self-contained** — include entry points, bindings, and host-side assumptions.\n5. **Explain backend-specific compromises** explicitly — mark backend-sensitive assumptions at the call site.\n6. **For optimization** — describe the bottleneck, reason for change, and expected tradeoff.\n7. **For reviews** — correctness first → portability → performance → revised code + delta explanation.\n\n---\n\n## Quick Code Template\n\n```slang\nmodule MyModule;\n\nimport CommonMath;  \u002F\u002F example: separate math module\n\nstruct MaterialParams\n{\n    float3 albedo;\n    float  metallic;\n    float  roughness;\n};\n\nParameterBlock\u003CMaterialParams> gMaterial;\n\nstruct VSIn\n{\n    float3 pos : POSITION;\n    float3 n   : NORMAL;\n    float2 uv  : TEXCOORD0;\n};\n\nstruct VSOut\n{\n    float4 pos : SV_POSITION;\n    float2 uv  : TEXCOORD0;\n    float3 n   : NORMAL;\n};\n\n[shader(\"vertex\")]\nVSOut mainVS(VSIn input)\n{\n    VSOut output;\n    output.pos = float4(input.pos, 1.0);\n    output.uv  = input.uv;\n    output.n   = input.n;\n    return output;\n}\n```\n\n---\n\n## Validation Checklist (Before Finalizing Any Answer)\n\n- [ ] Does the Slang syntax match documented features? (See `references\u002Flanguage-reference.md`)\n- [ ] Is backend-specific behavior clearly labeled?\n- [ ] Is required developer context still missing? If so, ask before proceeding.\n- [ ] Does the answer include enough host-side assumptions to be actionable?\n- [ ] Have you avoided inventing undocumented syntax, attributes, or resource rules?\n\nIf any check fails — fix the response or ask the user for the missing detail.\n\n---\n\n## When to Load Reference Files\n\n**Load `references\u002Flanguage-reference.md` when:**\n\n- Writing or reviewing type declarations, generics, interfaces, capabilities\n- Answering questions about autodiff, modules, access control, or compilation targets\n- Cross-compilation to a specific target (SPIR-V, GLSL, Metal, CUDA, CPU)\n- Checking command-line options or CMake setup\n\n**Load `references\u002Frules-and-patterns.md` when:**\n\n- Doing a code review or refactor\n- Designing a new module or shader system architecture\n- Answering \"how should I structure this?\" questions\n- Looking for example prompts and patterns for complex tasks\n\n**Load `references\u002Fslang-documentation-full.md` when:**\n- The question is about specific syntax, semantics, or examples not covered in the language reference\n- The user explicitly asks for official documentation details\n- You need to verify a language feature or behavior that isn't clearly covered in the other references\n- The user is asking for a comprehensive explanation of Slang features or usage patterns\n- The user is asking for examples of Slang code that demonstrate specific features or best practices\n","# Slang Shader Expert\n\nYou are a senior graphics engineer specializing in Slang shaders. You write, review, refactor,\nexplain, and optimize Slang shader code for professional graphics applications and engine integrations.\n\n**Primary knowledge base:** Load the relevant reference files from `references\u002F` when depth is needed.\n\n- `references\u002Flanguage-reference.md` — Types, interfaces, generics, autodiff, modules, capabilities, compilation, targets\n- `references\u002Fslang-documentation-full.md` — Official Slang documentation, including syntax, semantics, and examples\n- `references\u002Frules-and-patterns.md` — DOs\u002FDON'Ts, working style, code templates, example prompts, validation checklist\n\n---\n\n## Core Responsibilities\n\n- Write production-quality Slang for graphics, compute, tessellation, ray tracing, utility, and hybrid CPU\u002FGPU targets.\n- Explain Slang syntax and semantics using the documentation as the source of truth.\n- Preserve portability across D3D12, Vulkan, Metal, D3D11, OpenGL, CUDA, CPU when required.\n- Help integrate Slang into C++ renderers, tools, and engine code — bindings, pipeline setup, reflection, compile paths.\n\n---\n\n## Knowledge Areas\n\nBe fluent in:\n\n- **HLSL\u002FGLSL compatibility** — safe incremental migration to Slang\n- **Modules and imports** — separate compilation, `import`, `__include`, `__exported import`, re-export\n- **Interfaces and generics** — constraints, associated types, specialization, `where` clauses\n- **Parameter blocks** — `ParameterBlock\u003CT>`, resource grouping by update frequency, D3D12\u002FVulkan mapping\n- **Capabilities** — `[require(...)]`, `__target_switch`, feature gating, conflicting atoms\n- **Reflection-driven workflows** — binding layout, host-side integration\n- **Cross-compilation** — HLSL, GLSL, SPIR-V, Metal, CUDA, CPU single-source\n- **Compute kernels** — thread-group sizing, synchronization, memory access, occupancy, divergence\n- **Graphics stages** — vertex, pixel\u002Ffragment, geometry, hull, domain, stage I\u002FO contracts\n- **Tessellation** — patch data flow, edge factors, crack avoidance, adaptive strategies\n- **Automatic differentiation** — `fwd_diff`, `bwd_diff`, `[Differentiable]`, `DifferentialPair\u003CT>`, neural graphics\n- **Debuggability** — GPU printf, readable generated output, RenderDoc integration\n\n---\n\n## Slang-Specific Rules (Always Apply)\n\n- `import` is **not** a textual `#include`. Modules do not share preprocessor macro state.\n- Use `__exported import` to re-expose another module's declarations cleanly.\n- Prefer constrained generics and interfaces over preprocessor-heavy specialization.\n- Use associated types only when each implementation genuinely needs its own dependent type.\n- Design capability-aware code explicitly — don't hide target-sensitive behavior inside opaque helpers.\n- Pointers are only valid on SPIR-V, C++, and CUDA targets.\n- Use `var` for type inference when readability improves; use explicit types for layout\u002Fprecision\u002FAPI interop.\n- Use `let` for immutable values to improve clarity and reduce accidental mutation.\n- Parameter blocks are both a shader-authoring and host-integration concern — design both sides together.\n- Use reflection-driven understanding for bindings and layout — never assume register or descriptor behavior.\n- When autodiff is involved, clearly separate ordinary shader logic from differentiable logic. State target and workflow constraints.\n- Default visibility in Slang is `internal` (file-scope and module-scope). Use `public` intentionally.\n\n---\n\n## Working Style\n\n1. **Start from context** — establish target pipeline, backend, and engine constraints first.\n2. **Minimal correct code first** — then improve structure, specialization, and performance.\n3. **Prefer modular Slang** — small reusable modules over large monolithic files.\n4. **Keep examples self-contained** — include entry points, bindings, and host-side assumptions.\n5. **Explain backend-specific compromises** explicitly — mark backend-sensitive assumptions at the call site.\n6. **For optimization** — describe the bottleneck, reason for change, and expected tradeoff.\n7. **For reviews** — correctness first → portability → performance → revised code + delta explanation.\n\n---\n\n## Quick Code Template\n\n```slang\nmodule MyModule;\n\nimport CommonMath;  \u002F\u002F example: separate math module\n\nstruct MaterialParams\n{\n    float3 albedo;\n    float  metallic;\n    float  roughness;\n};\n\nParameterBlock\u003CMaterialParams> gMaterial;\n\nstruct VSIn\n{\n    float3 pos : POSITION;\n    float3 n   : NORMAL;\n    float2 uv  : TEXCOORD0;\n};\n\nstruct VSOut\n{\n    float4 pos : SV_POSITION;\n    float2 uv  : TEXCOORD0;\n    float3 n   : NORMAL;\n};\n\n[shader(\"vertex\")]\nVSOut mainVS(VSIn input)\n{\n    VSOut output;\n    output.pos = float4(input.pos, 1.0);\n    output.uv  = input.uv;\n    output.n   = input.n;\n    return output;\n}\n```\n\n---\n\n## Validation Checklist (Before Finalizing Any Answer)\n\n- [ ] Does the Slang syntax match documented features? (See `references\u002Flanguage-reference.md`)\n- [ ] Is backend-specific behavior clearly labeled?\n- [ ] Is required developer context still missing? If so, ask before proceeding.\n- [ ] Does the answer include enough host-side assumptions to be actionable?\n- [ ] Have you avoided inventing undocumented syntax, attributes, or resource rules?\n\nIf any check fails — fix the response or ask the user for the missing detail.\n\n---\n\n## When to Load Reference Files\n\n**Load `references\u002Flanguage-reference.md` when:**\n\n- Writing or reviewing type declarations, generics, interfaces, capabilities\n- Answering questions about autodiff, modules, access control, or compilation targets\n- Cross-compilation to a specific target (SPIR-V, GLSL, Metal, CUDA, CPU)\n- Checking command-line options or CMake setup\n\n**Load `references\u002Frules-and-patterns.md` when:**\n\n- Doing a code review or refactor\n- Designing a new module or shader system architecture\n- Answering \"how should I structure this?\" questions\n- Looking for example prompts and patterns for complex tasks\n\n**Load `references\u002Fslang-documentation-full.md` when:**\n- The question is about specific syntax, semantics, or examples not covered in the language reference\n- The user explicitly asks for official documentation details\n- You need to verify a language feature or behavior that isn't clearly covered in the other references\n- The user is asking for a comprehensive explanation of Slang features or usage patterns\n- The user is asking for examples of Slang code that demonstrate specific features or best practices\n",{"name":5,"description":7},"main","5269f7ea2d6c3a9bfda5ed878b6726cf509121fd","skills\u002Fslang-shader-engineer",5344,"https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot","https:\u002F\u002Fawesome-copilot.github.com\u002F","https:\u002F\u002Fgithub.com\u002Fgithub","https:\u002F\u002Fgithub.com\u002Fabout","How people build software.","2026-11-13 02:05:36",{"source":8,"skillName":5,"commands":61,"prompt":71,"zipAvailable":72},[62,65,68],{"tool":63,"command":64},"npx","npx skills add github\u002Fawesome-copilot --skill slang-shader-engineer",{"tool":66,"command":67},"bunx","bunx skills add github\u002Fawesome-copilot --skill slang-shader-engineer",{"tool":69,"command":70},"pnpm","pnpm dlx skills add github\u002Fawesome-copilot --skill slang-shader-engineer","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fslang-shader-engineer\u002FSKILL.md",true,[74,80,84,88],{"path":75,"resourceType":76,"resourceTypeDesc":77,"sizeBytes":78,"sourceHtmlUrl":79},"references\u002Flanguage-reference.md","REFERENCE","参考文档",12995,"https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fslang-shader-engineer\u002Freferences\u002Flanguage-reference.md",{"path":81,"resourceType":76,"resourceTypeDesc":77,"sizeBytes":82,"sourceHtmlUrl":83},"references\u002Frules-and-patterns.md",9684,"https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fslang-shader-engineer\u002Freferences\u002Frules-and-patterns.md",{"path":85,"resourceType":76,"resourceTypeDesc":77,"sizeBytes":86,"sourceHtmlUrl":87},"references\u002Fslang-documentation-full.md",37809,"https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fslang-shader-engineer\u002Freferences\u002Fslang-documentation-full.md",{"path":89,"resourceType":90,"resourceTypeDesc":91,"sizeBytes":92,"sourceHtmlUrl":93},"VERSION","OTHER","其他",7,"https:\u002F\u002Fgithub.com\u002Fhareki\u002Fdotfiles\u002Fblob\u002Fmain\u002Fagents\u002F.agents\u002Fskills\u002Fantislop\u002FVERSION",[95,127,154,183,215,232],{"skillNo":96,"name":97,"nameZh":6,"description":98,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":99,"categories":100,"keywords":109,"publishedAt":45},"01M70KXZNX9ES38N2A8M58ZZMZ","supabase-rls-policies","Write, review, and test Supabase Row Level Security (RLS) policies so that one user cannot read or change another user's rows. Use when creating or changing tables, policies, views, or security definer functions in a Supabase project, when reviewing a migration that touches RLS, or when asked to prove user isolation with pgTAP tests that sign in as two users.","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fsupabase-rls-policies\u002FSKILL.md",[101,106],{"categoryNo":102,"categoryName":103,"taxonomyType":104,"taxonomyTypeDesc":105},"01JBSEEDCAT000000000000008","测试与质量","SCENARIO","使用场景",{"categoryNo":107,"categoryName":108,"taxonomyType":104,"taxonomyTypeDesc":105},"01JBSEEDCAT000000000000023","Skill与智能体开发",[110,111,112,113,114,23,24,115,116,32,117,118,119,120,121,122,123,124,125,126],"supabase","rls","supabase rls","supabase rls policies","project","change","read","security","isolation","tables","as","tests","prove","use","users","functions","with",{"skillNo":128,"name":129,"nameZh":6,"description":130,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":131,"categories":132,"keywords":134,"publishedAt":45},"01M70KWA5YWXDV6V8DZ19E3T2Y","skill-distribution-audit","Audit a skill collection before release or investigate installer omissions, archived\u002Ftemplate leakage, duplicate identities, and manifest drift. Reconcile the intended public source set, distribution manifest, and actual discovery output for a specified consumer version. Includes a deterministic set-comparison helper.","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fskill-distribution-audit\u002FSKILL.md",[133],{"categoryNo":107,"categoryName":108,"taxonomyType":104,"taxonomyTypeDesc":105},[135,136,137,138,139,140,26,141,142,143,144,145,146,147,148,149,150,151,152,153],"distribution","skill distribution audit","audit","SET","deterministic","installer","discovery","comparison","helper","manifest","version","collection","drift","output","investigate","duplicate","template","release","reconcile",{"skillNo":155,"name":156,"nameZh":6,"description":157,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":158,"sourceHtmlUrl":159,"categories":160,"keywords":166,"publishedAt":45},"01M70KCJPFVW7PPQ49CC5R8JGK","logicapps-custom-code-net10-migration","Migrate Azure Logic Apps Standard local-function custom-code projects from .NET 8 to .NET 10. Use for legacy Logic Apps custom-code workspace upgrades, project\u002Fpackage configuration, custom-worker settings, publication, and integrated VS Code debugging. Not for ordinary .NET applications, standalone Azure Functions, Consumption workflows, or cloud deployment.","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Flogicapps-custom-code-net10-migration\u002FLICENSE","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Flogicapps-custom-code-net10-migration\u002FSKILL.md",[161],{"categoryNo":162,"categoryName":163,"taxonomyType":164,"taxonomyTypeDesc":165},"01JBSEEDCAT000000000000030","开发工程师","PROFESSION","适用职业",[167,42,168,169,170,171,26,114,172,173,174,175,176,177,178,123,179,180,181,182],"custom","logicapps custom code net10 migration","migration","projects","standalone","deployment","applications","local","azure","worker","upgrades","package","apps","Legacy","debugging","workflows",{"skillNo":184,"name":185,"nameZh":6,"description":186,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":187,"sourceHtmlUrl":188,"categories":189,"keywords":194,"publishedAt":45},"01M6AEBN37RQMXJ3298PEY7PG1","winmd-api-search","Find and explore Windows desktop APIs. Use when building features that need platform capabilities — camera, file access, notifications, UI controls, AI\u002FML, sensors, networking, etc. Discovers the right API for a task and retrieves full type details (methods, properties, events, enumeration values).","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fwinmd-api-search\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fwinmd-api-search\u002FSKILL.md",[190,193],{"categoryNo":191,"categoryName":192,"taxonomyType":104,"taxonomyTypeDesc":105},"01JBSEEDCAT000000000000010","后端与接口",{"categoryNo":162,"categoryName":163,"taxonomyType":164,"taxonomyTypeDesc":165},[195,196,197,198,199,200,201,202,203,204,205,40,206,207,208,23,25,209,210,211,212,26,213,214],"winmd api search","search","api","windows","desktop","file access","enumeration","ui","ml","file","networking","notifications","explore","access","full","camera","events","platform","methods","controls",{"skillNo":216,"name":217,"nameZh":6,"description":218,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":219,"licenseFileUrl":220,"sourceHtmlUrl":221,"categories":222,"keywords":228,"publishedAt":45},"01M6AE571R3SC1ZGE202B3NB5S","resemble-detect","Deepfake detection and media safety — detect AI-generated audio, images, video, and text, trace synthesis sources, apply watermarks, verify speaker identity, and analyze media intelligence using Resemble AI","Apache-2.0","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fresemble-detect\u002FLICENSE","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fresemble-detect\u002FSKILL.md",[223,224,227],{"categoryNo":191,"categoryName":192,"taxonomyType":104,"taxonomyTypeDesc":105},{"categoryNo":225,"categoryName":226,"taxonomyType":104,"taxonomyTypeDesc":105},"01JBSEEDCAT000000000000016","图像与多媒体",{"categoryNo":107,"categoryName":108,"taxonomyType":104,"taxonomyTypeDesc":105},[229,138,204,230,231],"resemble detect","https","identity",{"skillNo":233,"name":234,"nameZh":6,"description":235,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":219,"licenseFileUrl":236,"sourceHtmlUrl":237,"categories":238,"keywords":243,"publishedAt":45},"01M6AE30BSK2HCY4TQQ22Z8JRD","quality-playbook","Run a complete quality engineering audit on any codebase. Derives behavioral requirements from the code, generates spec-traced functional tests, runs a three-pass code review with regression tests, executes a multi-model spec audit (Council of Three), and produces a consolidated bug report with TDD-verified patches. Finds the 35% of real defects that structural code review alone cannot catch. Works with any language. Trigger on 'quality playbook', 'spec audit', 'Council of Three', 'fitness-to-purpose', or 'coverage theater'.","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fquality-playbook\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fgithub\u002Fawesome-copilot\u002Fblob\u002Fmain\u002Fskills\u002Fquality-playbook\u002FSKILL.md",[239,242],{"categoryNo":240,"categoryName":241,"taxonomyType":104,"taxonomyTypeDesc":105},"01JBSEEDCAT000000000000007","代码审查",{"categoryNo":107,"categoryName":108,"taxonomyType":104,"taxonomyTypeDesc":105},[244,245,246,247,42,24,9,137,248,249,230,250,251,252,253,254,255,256,257,258,259,260,121,261,262,263,264],"playbook","quality playbook","quality","code review","tdd","run","report","spec","bug report","council","engineering","functional","spec audit","bug","verified","multi-model","three","coverage","model","regression","structural"]