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nexu-io/open-design/plugins/_official/examples/webgl-liquid-metal/SKILL.md

webgl-liquid-metal

A real-time liquid-metal shader — a domain-warped noise field shaded as molten chrome, with a sweeping specular highlight over an iridescent thin-film (cosine-palette) sheen. No textures. Rendered as a single self-contained `index.html`. Use when the brief asks for "liquid metal", "molten chrome", "iridescent", "holographic", "metallic", "thin-film", or a reflective flowing surface. 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 metallic surface full-screen — molten chrome with an iridescent sheen — with a clean typographic overlay on top.

Best for

  • Use when the brief asks for "liquid metal", "molten chrome", "iridescent", "holographic", "metallic", "thin-film", or a reflective flowing surface.

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 "plugins/_official/examples/webgl-liquid-metal"
Safe inspection promptEditorial

Inspect the Agent Skill "webgl-liquid-metal" from https://github.com/nexu-io/open-design/blob/89d6d4ef21baf80f871595abdf6f7de6e941dd44/plugins/_official/examples/webgl-liquid-metal/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: a domain-warped fbm height field; a surface normal reconstructed from that field's gradient (finite differences); metallic shading = diffuse chrome ramp + a sharp specular (pow(dot(n,h), 80)) + a fresnel term; and an iridescent cosin…

    Molten chrome (default): domain-warped fbm height, hard specular, cool grey base.Holographic foil: crank the iridescence, widen the palette phase spread, soften the specular.Oil slick: darker base, thinner high-frequency warp, stronger fresnel bands.
  2. 02

    Step 0 — Read the reference

    Read example.html end to end. Note the shape: a domain-warped fbm height field; a surface normal reconstructed from that field's gradient (finite differences); metallic shading = diffuse chrome ramp + a sharp specular (pow(dot(n,h), 80)) + a fresnel term; and an iridescent cosin…

    Read example.html end to end. Note the shape: a domain-warped fbm height field; a surface normal reconstructed from that field's gradient (finite differences); metallic shading = diffuse chrome ramp + a sharp specular (…
  3. 03

    Step 1 — Choose the surface

    Molten chrome (default): domain-warped fbm height, hard specular, cool grey base.

    Molten chrome (default): domain-warped fbm height, hard specular, cool grey base.Holographic foil: crank the iridescence, widen the palette phase spread, soften the specular.Oil slick: darker base, thinner high-frequency warp, stronger fresnel bands.
  4. 04

    Step 2 — Build index.html

    One file, zero external requests. Fullscreen triangle + fragment shader.

    One file, zero external requests. Fullscreen triangle + fragment shader.Reconstruct the normal from small height offsets (e ≈ 0.0016); a sharp specular exponent (≥ 60) is what reads as "metal".Keep the iridescence tasteful — tie it to fresnel/height so it appears at grazing angles, not everywhere.

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 score74/100ComputedDocumentation, 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
plugins/_official/examples/webgl-liquid-metal/SKILL.md
Commit
89d6d4ef21baf80f871595abdf6f7de6e941dd44
License
Apache-2.0
Collected
2026-07-28
Default branch
main
View the original SKILL.md

Liquid Metal Skill

Produce a single self-contained index.html that renders a real-time metallic surface full-screen — molten chrome with an iridescent sheen — with a clean typographic overlay on top.

Why this is a powered artifact

Open Design detects getContext('webgl2') and renders this file in powered preview — a cross-origin-isolated iframe with allow-same-origin. The full GPU pipeline is available; you do not need to work around the opaque sandbox.

Resource map

webgl-liquid-metal/
├── SKILL.md      ← you're reading this
└── example.html  ← a working domain-warped chrome shader (READ FIRST)

Workflow

Step 0 — Read the reference

Read example.html end to end. Note the shape: a domain-warped fbm height field; a surface normal reconstructed from that field's gradient (finite differences); metallic shading = diffuse chrome ramp + a sharp specular (pow(dot(n,h), 80)) + a fresnel term; and an iridescent cosine palette (0.5 + 0.5*cos(2π(x + phase))) driven by height and fresnel for the thin-film sheen.

Step 1 — Choose the surface

  • Molten chrome (default): domain-warped fbm height, hard specular, cool grey base.
  • Holographic foil: crank the iridescence, widen the palette phase spread, soften the specular.
  • Oil slick: darker base, thinner high-frequency warp, stronger fresnel bands.

Step 2 — Build index.html

  • One file, zero external requests. Fullscreen triangle + fragment shader.
  • Reconstruct the normal from small height offsets (e ≈ 0.0016); a sharp specular exponent (≥ 60) is what reads as "metal".
  • Keep the iridescence tasteful — tie it to fresnel/height so it appears at grazing angles, not everywhere.
  • Compile shaders with error logging so a typo fails loudly, not silently black.

Step 3 — Overlay + brand

  • Map the accent colors to the active DESIGN.md when one is present; otherwise a restrained metallic palette. The reference tints the hottest specular toward lime #63fe13 as the brand accent.
  • Headline ≤ 13ch plus one supporting line. Keep the metal as the hero.

Step 4 — Self-review (P0)

  • Renders continuously at ~60fps; the FPS badge updates.
  • Reads unmistakably as metal: a sharp, moving specular highlight.
  • Iridescence is present but restrained (grazing angles), not a rainbow wash.
  • Resizes crisply on window resize (no stretching / blur).
  • Degrades to a message (not a blank page) if webgl2 is unavailable.

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