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.
A source-grounded starter task has not been verified for this skill yet.
SKILL.md
name: webgl-experiencedescription: | 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.
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.