Best for
- Use when the brief asks for a "raymarch", "signed distance field", "SDF", "3D hero", "metaballs", "blobs", or a shader-based 3D scene.
nexu-io/open-design/plugins/_official/examples/webgl-raymarched-hero/SKILL.md
A real-time raymarched 3D hero — soft-shadowed morphing metaballs with a fresnel rim light, sphere-traced per pixel in a fragment shader with a slow camera orbit. No meshes, no textures. Rendered as a single self-contained `index.html`. Use when the brief asks for a "raymarch", "signed distance field", "SDF", "3D hero", "metaballs", "blobs", or a shader-based 3D scene. Open Design serves this in powered-preview mode so the GPU stack actually runs.
Decision brief
Produce a single self-contained index.html that renders a real-time 3D scene entirely in a fragment shader via sphere tracing, full-screen, with a clean typographic overlay on top.
Compatibility matrix
| Platform | Status | Evidence | What to check |
|---|---|---|---|
| Codex | Not declared | No explicit evidence | Portability before use |
| Claude Code | Not declared | No explicit evidence | Portability before use |
| Cursor | Not declared | No explicit evidence | Portability before use |
| Gemini CLI | Not declared | No explicit evidence | Portability before use |
Installation
The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.
npx skills add https://github.com/nexu-io/open-design --skill "plugins/_official/examples/webgl-raymarched-hero"Inspect the Agent Skill "webgl-raymarched-hero" from https://github.com/nexu-io/open-design/blob/89d6d4ef21baf80f871595abdf6f7de6e941dd44/plugins/_official/examples/webgl-raymarched-hero/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
Read example.html end to end. Note the shape: one fullscreen triangle; a map(p) signed-distance function that smooth-unions (smin) several moving spheres; normals by finite differences; a softShadow march; and a camera built from ro/ta with a slow orbit. Shading = diffuse × soft…
Read example.html end to end. Note the shape: one fullscreen triangle; a map(p) signed-distance function that smooth-unions (smin) several moving spheres; normals by finite differences; a softShadow march; and a camera built from ro/ta with a slow orbit. Shading = diffuse × soft…
Keep the marcher cheap so it holds 60fps: - Metaballs (default): a few spheres blended with smin — organic, always readable. - Rounded primitives: box/torus/capsule SDFs with domain repetition for a structured hero. - Displaced surface: a sphere plus a low-amplitude noise displa…
One file, zero external requests. Fullscreen triangle + fragment raymarch.
Permission review
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
| Signal | Value | Evidence type | Meaning |
|---|---|---|---|
| Quality score | 77/100 | Computed | Documentation, specificity, maintenance, and trust rules |
| Repository stars | 82,073 | Source | Repository attention, not individual Skill quality |
| Compatibility | 0 platforms | Source | Declared in the catalog source record |
| Usage guide | automated source guide | Editorial | Generated or reviewed according to the visible evidence level |
Pinned source
Produce a single self-contained index.html that renders a real-time 3D scene entirely in a fragment shader via sphere tracing, full-screen, with a clean typographic overlay on top.
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.
webgl-raymarched-hero/
├── SKILL.md ← you're reading this
└── example.html ← a working SDF metaball raymarcher (READ FIRST)
Read example.html end to end. Note the shape: one fullscreen triangle; a map(p) signed-distance function that smooth-unions (smin) several moving spheres; normals by finite differences; a softShadow march; and a camera built from ro/ta with a slow orbit. Shading = diffuse × soft shadow + fresnel rim + a tight specular.
Keep the marcher cheap so it holds 60fps:
smin — organic, always readable.index.htmld < 0.001) and on far distance; clamp DPR to ~1.5 — raymarching is per-pixel heavy.pow(1 - dot(n,-rd), 3)), and one specular lobe. Gentle gamma at the end.#63fe13 and rims it in teal).webgl2 is unavailable.Alternatives
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