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. OpenDesign serves this in powered-preview mode so the GPU stack actually runs.
Scanned 9/3/2026
Install to Claude Code
npx -y skills add nexu-io/open-design --skill webgl-experience --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Webgl Experience?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/nexu-io-webgl-experience-open-design)More formats (shields.io, HTML) on the badges page.
---
name: webgl-experience
description: |
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.
OpenDesign serves this in powered-preview mode so the GPU stack actually
runs.
triggers:
- "webgl"
- "webgl2"
- "shader"
- "3d scene"
- "generative art"
- "gpu"
- "raymarch"
- "particle field"
- "interactive canvas"
- "着色器"
- "webgl 效果"
od:
mode: prototype
platform: web
scenario: design
preview:
type: html
entry: index.html
reload: debounce-100
design_system:
requires: false
sections: [color, typography]
craft:
requires: [animation-discipline]
---
# 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
OpenDesign 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 (`kicker` → `h1` → `sub`) 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.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!