| 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.
Open Design 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
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 (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)