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)