Creator · clshortfuse
Last updated · Sep 6, 2026
RenoDX pull request code review checklist for HDR/SDR matching, neutral defaults, tonemap/LUT shaders, SDR LUT clipping/domain mistakes, renodx::lut tooling, SwapChainPass, HDR10-preferred SDR/HDR output toggles, rare scRGB paths, resource upgrades, inverse-tonemap rejection, van
Review then install
Install targets
Codex install prompt
Install the "code-review" agent skill from https://github.com/clshortfuse/renodx/tree/main/.github/skills/code-review. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: RenoDX pull request code review checklist for HDR/SDR matching, neutral defaults, tonemap/LUT shaders, SDR LUT clipping/domain mistakes, renodx::lut tooling, SwapChainPass, HDR10-preferred SDR/HDR output toggles, rare scRGB paths, resource upgrades, inverse-tonemap rejection, vanilla look preservation, actionable review comments, mod PR scope hygiene, unrelated core files, and sensible commits. Use when performing Copilot code review. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"clshortfuse-code-review","task":"Install code-review","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
Research agents
I need my agent to research a topic, compare sources, and produce a concise report.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add clshortfuse/renodx --skill code-review
Maintenance
fresh
2d since push
Risk
Safe to try
Quality score needs review
GitHub quality
3.7K
83/100 Quality · 85/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Use as the primary candidate after human or sandbox review.
Stars
3.7K GitHub stars
Repo activity
3.7K stars, 143 forks
Maintenance
2d since push
License
MIT
Install
npx skills add clshortfuse/renodx --skill code-review
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add clshortfuse/renodx --skill code-reviewDo not use when
Alternative
1.9K Stars
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Alternative
61.0K Stars
npx skills add mvanhorn/last30days-skill -g
Alternative
38.4K Stars
npx skills add Imbad0202/academic-research-skills
Alternative
256.3K Stars
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Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may read or write project files, documents, generated artifacts, or local workspace state.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20code-review%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20code-review%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/clshortfuse-code-review/install
Agent should check
Copy prompt
Task: Use code-review in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20code-review%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/clshortfuse-code-review/install
Install command: npx skills add clshortfuse/renodx --skill code-review
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/clshortfuse-code-review/install
LLM text format
/api/skills/clshortfuse-code-review/install?format=text
Find alternatives
/api/skills/search?q=code-review&limit=3
Agent prompt
Use code-review for this task. Review https://www.openagentskill.com/api/skills/clshortfuse-code-review/install, then install with: npx skills add clshortfuse/renodx --skill code-reviewRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/clshortfuse-code-review
LLM text
/api/registry/manifest/clshortfuse-code-review?format=text
Install alias
/api/registry/install/clshortfuse-code-review
Recommend
/api/registry/recommend?task=Use%20code-review%20in%20an%20agent%20workflow&limit=3
Agent fit
Coding agents
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Coding agents
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Good shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
GitHub adoption
PASS3.7K GitHub stars
Stars/forks activity
INFO3.7K stars, 143 forks; issue activity unavailable in current metadata
Recent maintenance
PASS2d since push
License clarity
PASSMIT
Good signals
Review before install
Recommended action
Use as the primary candidate after human or sandbox review.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Build and ship code
I need a coding agent that can understand a repository, edit code, and review pull requests.
Manage repositories
I need my agent to triage GitHub issues, review pull requests, and summarize repository changes.
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Workflow fit
Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Alternative shortlist
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--- name: code-review description: "RenoDX pull request code review checklist for HDR/SDR matching, neutral defaults, tonemap/LUT shaders, SDR LUT clipping/domain mistakes, renodx::lut tooling, SwapChainPass, HDR10-preferred SDR/HDR output toggles, rare scRGB paths, resource upgrades, inverse-tonemap rejection, vanilla look preservation, actionable review comments, mod PR scope hygiene, unrelated core files, and sensible commits. Use when performing Copilot code review." ---
# RenoDX Code Review Skill
Use this skill when reviewing RenoDX pull requests. Apply it together with root `AGENTS.md`, the nearest nested `AGENTS.md`, `.agents/skills/swapchain-resource-analysis/SKILL.md`, and `.agents/skills/handle-sdr-tonemap-lut/SKILL.md` when relevant.
## Review stance
Copilot review should comment when a PR is technically buildable but violates RenoDX HDR behavior. Do not let a PR pass silently just because it compiles if the mod changes the default look, clips HDR through SDR, or treats the final swapchain frame as an HDR source.
Review comments should be helpful and actionable: name the risky behavior, explain the missing proof or invariant, and suggest a concrete RenoDX pattern to employ. Mentioning another mod can be useful when pointing to a specific file, bridge, or technique, but do not assume every existing mod is high quality or treat a mod name as proof by itself.
Every Copilot code review must include a `RenoDX review checklist` section in the review body. Do not leave a review without the checklist. Mark each relevant item as `Pass`, `Needs comment`, or `N/A`; leave actionable comments for every `Needs comment` item.
## Required review checklist
- PR scope and commits are tidy: mod PRs are mostly target game/mod changes plus required shared support. - Review comments are helpful: each issue explains the risky behavior or missing proof and suggests a concrete RenoDX pattern. - Defaults preserve the original/vanilla look as closely as practical; extra HDR look, contrast, saturation, or brightness is opt-in. - Preset Off/reset and Vanilla/0 behavior are clear; Vanilla/0 is not treated as full Off if grading/effects remain active. - The PR does not implement final-frame inverse tonemapping from a completed SDR swapchain/backbuffer. - Tonemap/LUT shaders prove the `untonemapped`, `neutral_sdr`, and `graded_sdr` signals used by `ToneMapPass` or `UpgradeToneMap`. - `ToneMapPass`, PsychoV, and other tonemappers receive linear input; encoded/gamma/sRGB values are decoded before tonemapping. - Vanilla LUT paths prove their domain, sampling, masks/strength/scaling, and HDR bridge/reconstruction strategy. - Hard clips, `saturate`, UNORM writes, or lower-format copies do not destroy HDR range before HDR-critical work is complete, except scoped Vanilla/0 resource-clamp emulation. - `SwapChainPass` is only final output encoding for a proven intermediate, not hidden tonemap replacement, LUT reconstruction, or inverse SDR expansion. - Output mode prefers HDR10/PQ with an SDR/HDR toggle; scRGB is used only for rare, justified compatibility or integration cases.
## Must-comment issues
Leave a review comment when changed code does any of the following:
- Makes the default output more contrasty, more saturated, brighter, or more stylized than vanilla without an explicit opt-in slider or named preset such as `HDR Look`. - Uses HDR headroom as a reason to redesign the image instead of matching the original/vanilla look as closely as practical at default settings. - Starts from the completed SDR swapchain/backbuffer and applies an inverse curve, peak-nits multiplier, AutoHDR/RTX HDR/ReShade-style expansion, or similar final-frame heuristic. - Feeds an SDR LUT from a hard-clipped/log-shaped HDR or pre-LUT scene signal (`saturate`, `min(max(...), 1)`) and then uses the sampled LUT result as output or `graded_sdr` without a matching explicit `neutral_sdr` or reconstruction. Two-argument `ToneMapPass(untonemapped, graded_sdr)` is not enough proof when the LUT input was a different clipped SDR baseline. - Treats a hard clip or `saturate` neutral as a complete LUT bridge when the clip collapses saturated highlights to white or wrong hues. For visible hard-clip-to-LUT behavior, expect Wobbly Life-style max-channel/gamut compression and reconstruction or Silksong-style selective hue/saturation clip emulation. - Leaves a game LUT as an afterthought: a raw sample, skipped LUT, or unchanged sampler path may be valid vanilla preservation, but review should check for missing LUT-domain proof, `renodx::lut::Config` setup, strength/scaling, masks/blends, SDR bridge, or HDR reconstruction. - Assumes a raw LUT sample is enough when the vanilla path uses packed 2D sampling, tetrahedral sampling, masks, strength, scaling, generated LUTs, user LUTs, sRGB/gamma domains, PQ/HDR/log domains, or multiple LUT draws. - Assumes a vanilla SDR LUT uses linear input without proof. Most vanilla LUTs are sRGB/gamma-domain; encoded values must not be fed directly into `ToneMapPass` or any tonemapper. - Uses raw `saturate(untonemapped)` or an equivalent hard clip of the HDR source as `neutral_sdr`, a LUT bridge, or proof that a hard-clip/no-tonemap path is handled. This does not include a Vanilla/0 path deliberately emulating the original RGBA8U/UNORM resource clamp after a resource upgrade. - Feeds encoded/gamma/sRGB color into `ToneMapPass`, PsychoV, or another tonemapper instead of decoding to linear first. - Treats `ToneMapPass` with `RENODX_TONE_MAP_TYPE == 0` / Vanilla as a full Off preset while user grading, HDR-look controls, or custom effect overrides remain active. - Replaces a real upstream signal with `ToneMapPass` or PsychoV without preserving required vanilla presentation effects such as exposure, bloom, fades, vignette, LUT masks, grade strength, or output-domain expectations. - Adds `saturate`, `min`/`max`, UNORM resolves, or lower-format copies before HDR-critical work is complete, destroying values above SDR white, negative channels, or precision. Do not confuse this with a vanilla `saturate` after an already-tonemapped value that only trims small overflow, or a Vanilla/0 path that restores the original RGBA8U/UNORM clip after a resource upgrade. - Uses `SwapChainPass` on a final SDR buffer as if it proves HDR. `SwapChainPass` is valid final encoding only after a high-precision intermediate or real pre-SDR signal is proven. - Defaults to scRGB or a floating-point swapchain output without a rare-case justification, or omits an SDR/HDR output toggle when an HDR10/PQ path is viable. A float proxy/intermediate is not by itself a reason to expose scRGB as the primary output mode. - Lets unrelated files creep into a mod PR: scratch files, generated/debug artifacts, unrelated global CMake/CI/vendor changes, core/shared utility edits without a clear dependency, or changes from another game/mod. Multiple commits are fine, but the PR and each commit group should be coherent and reviewable.
## Expected review evidence
Prefer comments that identify the missing proof or preservation step:
- Which signal is the real `untonemapped`, `neutral_sdr`, or `graded_sdr` source? - Where does vanilla clamp, tonemap, LUT, color grade, or encode to SDR? - Does the default path match original SDR black, midgray, highlight rolloff, saturation, and grade? - Is visual augmentation opt-in through sliders/presets, or baked into the baseline? - Does the LUT bridge compress/map to the LUT's SDR domain instead of simply clipping, then preserve the vanilla LUT result while reconstructing HDR/reference range? - Immediately before each vanilla LUT sample, is the input hard-clipped by `saturate`, `min(max(...), 1)`, or an equivalent log shaper? If so, does the PR avoid raw hard clip as a `neutral_sdr` substitute and instead use an engineered LUT-domain proxy, reconstruction path, or proven reference baseline? - Is the `saturate` before/after a tonemap or inside Vanilla/0 resource-clamp emulation? Trimming small overflow after a vanilla tonemap or preserving the original RGBA8U/UNORM clamp in Vanilla/0 is expected; clipping `untonemapped`/HDR before a LUT or `ToneMapPass` is the problem. - If hard clipping feeds a LUT, what preserves hue and saturation that would otherwise clip to white or wrong hues: max-channel/N2 scaling, gamut compression, selective hue/saturation clip emulation, or another proven bridge? - Does replacement LUT sampling use `renodx::lut::Config`/`renodx::lut::Sample` or explicitly justify direct `Texture.Sample` to preserve exact vanilla addressing? - Is LUT centering/half-texel/packed-strip addressing preserved as sampling fidelity without being mistaken for the vanilla grade itself? - Are LUT inputs/outputs in their proven domain, usually sRGB/gamma for vanilla SDR LUTs, and decoded back to linear before `ToneMapPass`? - If `ToneMapPass` runs with Vanilla/0, is that intentionally using the vanilla process as the tonemap while allowing user grading, and is there a Preset Off/reset path to true vanilla as closely as practical? - If the PR uses PsychoV on a game with a LUT, does it use a modern bridge like Starfield/Wobbly Life: move PsychoV output into neutral SDR/LUT space, apply the grade, then reconstruct before final output? - Do resource formats preserve values above `1.0`, negative channels when needed, and precision until final output? - If another mod is cited as an example, is the cited pattern specific and relevant, rather than implying the whole mod is authoritative? - Does the output path prefer HDR10 with a clear SDR/HDR toggle, synchronized color space, and injected output preset? If scRGB is used, what rare compatibility or integration reason requires it? - Does the changed-file list match the PR's mod scope? Are core/shared files, generated files, scratch/debug artifacts, and unrelated game folders justified by the implementation? - Are multiple commits sensibly organized by topic, or do they mix unrelated cleanup/core changes with the mod work?
## Correct directions to suggest
- Use `renodx::draw::ToneMapPass(untonemapped, graded_sdr, neutral_sdr)` when the vanilla neutral baseline must be explicit. - Use `ComputeUntonemappedGraded(...)` or a current graded `ToneMapPass` path instead of direct legacy `UpgradeToneMap` when viable. - If the vanilla LUT path hard-clips or log-shapes into SDR, do not accept `saturate(untonemapped)` as `neutral_sdr`; use a safe LUT-domain proxy/reconstruction path, or a three-argument `ToneMapPass` only when `neutral_sdr` is an engineered/proven reference baseline that matches the grade path. - Do not rely on hard clip alone when it damages hue/saturation before a LUT; use max-channel/N2 plus gamut compression/reconstruction where appropriate, or selectively emulate vanilla hue/saturation clip effects when those effects are intentional. - Use `ToneMapPass` with tone map type Vanilla/0 when the game's vanilla process should remain the tonemap and RenoDX only supplies optional user grading; provide a Preset Off or equivalent reset that disables custom grading/effects and returns as close to true vanilla as resource upgrades allow. - Keep explicit RGBA8U/UNORM clamp emulation scoped to Vanilla/0 or Preset Off preservation paths; do not reuse that clipped value as `neutral_sdr`, a LUT proxy, or a non-vanilla HDR bridge. - For SDR LUTs, compress the proven HDR/reference signal into a neutral SDR/LUT-domain proxy, sample the vanilla LUT in its real domain, usually sRGB/gamma, preserve masks/strength/scaling, decode to linear when needed, then reconstruct or feed a graded `ToneMapPass` path. - Preserve LUT centering/addressing as sampling fidelity, but review grading and HDR bridge correctness separately. - Decode encoded/gamma values before `ToneMapPass`, PsychoV, or any tonemapper; encode only for a proven encoded LUT domain or output path. - For modern PsychoV paths on LUT-heavy games, follow the Starfield/Wobbly Life shape: compute the PsychoV HDR result, compress
Source provenance
Decision snapshot
3,702 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for code-review, ready for a manual X post.
code-review: RenoDX pull request code review checklist for HDR/SDR matching, neutral defaults, tonemap/LUT... 3.7K stars https://www.openagentskill.com/skills/clshortfuse-code-review?ref=x
Listing + install path for code-review: https://www.openagentskill.com/skills/clshortfuse-code-review?ref=x Install: npx skills add clshortfuse/renodx --skill code-review
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Review then install
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filesystem or document access
Agent outcomes
No agent outcome data yet
Docs
Strong README/SKILL.md context
Risk summary
Install readiness