| name | webgl-particle-galaxy |
| description | A real-time particle galaxy — tens of thousands of additive-blended GPU
points spiraling around a bright core, their orbits solved entirely in the
vertex shader (from gl_VertexID), so the whole cloud draws in one call.
Rendered as a single self-contained `index.html`. Use when the brief asks
for a "particle field", "particle galaxy", "point cloud", "instanced
points", "starfield", "GPU particles", or a swirling generative point
system. Open Design serves this in powered-preview mode so the GPU stack
actually runs.
|
| triggers | ["particle","particles","particle galaxy","point cloud","instanced points","starfield","gpu particles","粒子","粒子星系"] |
| 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"]}} |
Particle Galaxy Skill
Produce a single self-contained index.html that renders a real-time particle system full-screen, with a clean typographic overlay on top. The signature move: compute each particle's position on the GPU so the CPU never loops over particles.
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-particle-galaxy/
├── SKILL.md ← you're reading this
└── example.html ← a working 50,000-point WebGL2 galaxy (READ FIRST)
Workflow
Step 0 — Read the reference
Read example.html end to end. Note the shape: no vertex buffer — the vertex shader reads gl_VertexID, hashes it into a stable per-particle seed, and derives a log-spiral orbit with an inner-fast rotation curve. Points are drawn with gl.drawArrays(gl.POINTS, 0, N) in one call, additive-blended (blendFunc(ONE, ONE) with premultiplied color) so overlapping points glow.
Step 1 — Pick the motion
Choose a field the vertex shader can express cheaply from gl_VertexID + uTime:
- Spiral galaxy (default): log-spiral arms, rotation curve
speed ≈ k / (r + ε), thin disk.
- Attractor / flow: curl or a strange-attractor step baked as a closed-form function of time.
- Explosion / reform: interpolate between a seeded start and a target shape on a looping clock.
Step 2 — Build index.html
- One file, zero external requests. Bind a VAO even with no attributes (some drivers require it).
- Point size in the vertex shader (
gl_PointSize), clamped and DPR-aware; soft round sprites via gl_PointCoord + a gaussian falloff in the fragment shader.
- Additive blending on a dark clear color; premultiply the fragment color so
blendFunc(ONE, ONE) reads as glow, not double-exposure.
- Compile shaders with error logging (
getShaderInfoLog / getProgramInfoLog) so a typo fails loudly.
Step 3 — Overlay + brand
- Map the accent colors to the active DESIGN.md when one is present; otherwise a restrained dark palette with one vivid accent (the reference uses lime
#63fe13 for the arms and a white-blue core).
- Headline ≤ 15ch plus one supporting line. Never bury the particles behind the text.
Step 4 — Self-review (P0)