Webgl experience
Skill nexu-io/open-design/plugins/_official/examples/webgl-experience
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npx -y skills add nexu-io/open-design --skill webgl-experienceAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
What its author says it does
Copied from the file, not written here
A full-screen, real-time WebGL/WebGL2 experience β animated shaders, 3D scenes, generative visuals, particle fields β rendered live on the GPU with a typographic overlay. Produced as a single self-contained `index.html`. Use when the brief asks for a "WebGL", "shader", "3D", "generative", "GPU", "interactive canvas", "hero animation", or "real-time visual" experience. Open Design serves this in powered-preview mode so the GPU stack actually runs.
SKILL.md
3.6 KB, as published. Nobody here has run it
WebGL Experience Skill
Produce a single self-contained index.html that renders a real-time WebGL (or WebGL2) visual full-screen, with a clean typographic overlay on top.
Why this is a powered artifact
Open Design detects getContext('webgl2') / new Worker / SharedArrayBuffer and renders this file in powered preview β a cross-origin-isolated iframe with allow-same-origin. That means real Web Workers, SharedArrayBuffer, WASM, and the full GPU pipeline are available. You do not need to work around the opaque sandbox. Prefer webgl2 for modern features; fall back to webgl when the effect allows.
Resource map
webgl-experience/
βββ SKILL.md β you're reading this
βββ example.html β a working WebGL2 aurora-field reference (READ FIRST)
Workflow
Step 0 β Read the reference
Read example.html end to end. Note the shape: one full-viewport <canvas>, a fragment-shader draw loop on a fullscreen triangle, a DPR-aware resize, and a requestAnimationFrame tick. The overlay (kicker β h1 β sub) is pure HTML/CSS layered above the canvas via z-index.
Step 1 β Choose the visual
Pick ONE technique that fits the brief:
- Fragment-shader field (default): domain-warped fbm noise, flow fields, plasma, gradients. Cheapest, always 60fps.
- Raymarched scene: SDF spheres/boxes with soft shadows for a 3D hero.
- Instanced geometry: thousands of points/quads driven by a vertex shader.
- Post-processed image: sample a data-URI texture and distort/dither it.
Step 2 β Build index.html
- Keep it one file, zero external requests (inline the shader source; embed any texture as a
data:URI). Powered mode allows CDN loads, but self-contained previews are faster and portable. - Always:
alpha:false, DPR clamped to 2,viewporton resize, and a guard that shows a graceful message if the context is null. - Compile shaders with error logging (
getShaderInfoLog) so a typo fails loudly, not silently black.
Step 3 β Overlay + brand
- Map the two
:root-level accent colors to the active DESIGN.md when one is present; otherwise use a restrained dark palette with a single vivid accent (the reference uses lime#63fe13). - Headline β€ 14ch, one supporting line. Never cover the whole canvas β the visual is the hero.
Step 4 β Self-review (P0)
- Renders continuously at ~60fps; the FPS badge updates.
- No WebGL console errors;
getError()clean after first frame. - Resizes crisply on window resize (no stretching / blur).
- Readable overlay contrast over the brightest frame.
- Degrades to a message (not a blank page) if
webgl2is unavailable.