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.
A source-grounded starter task has not been verified for this skill yet.
SKILL.md
name: webgl-liquid-metaldescription: | 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 fbmheight 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.
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)
Renders continuously at ~60fps; the FPS badge updates.
Reads unmistakably as metal: a sharp, moving specular highlight.
Iridescence is present but restrained (grazing angles), not a rainbow wash.
Resizes crisply on window resize (no stretching / blur).
Degrades to a message (not a blank page) if webgl2 is unavailable.