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nexu-io/open-design/design-templates/webgl-experience/SKILL.md

webgl-experience

A full-screen, real-time WebGL/WebGL2 experience — animated shaders, 3D scenes, generative visuals, particle fields — 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.

Source repository stars
82,073
Declared platforms
0
Static risk flags
0
Last source update
2026-07-28
Source checked
2026-07-28

Decision brief

What it does—and where it fits

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.

Best for

  • Use when the brief asks for a "WebGL", "shader", "3D", "generative", "GPU", "interactive canvas", "hero animation", or "real-time visual" experience.

Not for

  • Tasks that require unconfirmed production actions or broad system permissions.
  • Environments where the pinned source and install steps cannot be inspected.

Compatibility matrix

Platform support, with evidence labels

PlatformStatusEvidenceWhat to check
CodexNot declaredNo explicit evidencePortability before use
Claude CodeNot declaredNo explicit evidencePortability before use
CursorNot declaredNo explicit evidencePortability before use
Gemini CLINot declaredNo explicit evidencePortability before use
Open the compatibility checker

Installation

Inspect first. Install second.

The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.

Source-detected install commandSource
npx skills add https://github.com/nexu-io/open-design --skill "design-templates/webgl-experience"
Safe inspection promptEditorial

Inspect the Agent Skill "webgl-experience" from https://github.com/nexu-io/open-design/blob/89d6d4ef21baf80f871595abdf6f7de6e941dd44/design-templates/webgl-experience/SKILL.md at commit 89d6d4ef21baf80f871595abdf6f7de6e941dd44. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.

Workflow

What the source asks the agent to do

  1. 01

    Workflow

    Read example.html end to end. Note the shape: one full-viewport , a fragment-shader draw loop on a fullscreen triangle, a DPR-aware resize, and a requestAnimationFrame tick. The overlay (kicker → h1 → sub) is pure HTML/CSS layered above the canvas via z-index.

    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.
  2. 02

    Step 0 — Read the reference

    Read example.html end to end. Note the shape: one full-viewport , a fragment-shader draw loop on a fullscreen triangle, a DPR-aware resize, and a requestAnimationFrame tick. The overlay (kicker → h1 → sub) is pure HTML/CSS layered above the canvas via z-index.

    Read example.html end to end. Note the shape: one full-viewport , a fragment-shader draw loop on a fullscreen triangle, a DPR-aware resize, and a requestAnimationFrame tick. The overlay (kicker → h1 → sub) is pure HTML/…
  3. 03

    Step 1 — 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 driv…

    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.
  4. 04

    Step 2 — 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.

    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, viewport on 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.

Permission review

Static risk signals and limitations

No configured static risk pattern was detected

This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.

Evidence record

Why each signal appears

EvidenceSourceComputedTestedEditorial
SignalValueEvidence typeMeaning
Quality score72/100ComputedDocumentation, specificity, maintenance, and trust rules
Repository stars82,073SourceRepository attention, not individual Skill quality
Compatibility0 platformsSourceDeclared in the catalog source record
Usage guideautomated source guideEditorialGenerated or reviewed according to the visible evidence level

Pinned source

Provenance and original SKILL.md

Repository
nexu-io/open-design
Skill path
design-templates/webgl-experience/SKILL.md
Commit
89d6d4ef21baf80f871595abdf6f7de6e941dd44
License
Apache-2.0
Collected
2026-07-28
Default branch
main
View the original SKILL.md

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 — 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/
├── SKILL.md      ← you're reading this
└── example.html  ← a working WebGL2 aurora-field reference (READ FIRST)

Workflow

Step 0 — 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 (kickerh1sub) is pure HTML/CSS layered above the canvas via z-index.

Step 1 — 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 — 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, viewport on 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 — 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 ≤ 14ch, one supporting line. Never cover the whole canvas — the visual is the hero.

Step 4 — 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 webgl2 is unavailable.

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