name: webgl-liquid-metal
description: |
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. OpenDesign serves this in powered-preview mode
so the GPU stack actually runs.
triggers:
- "liquid metal"
- "molten chrome"
- "iridescent"
- "holographic"
- "metallic"
- "thin film"
- "chrome"
- "液态金属"
- "镭射"
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]
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
OpenDesign 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)