Agent skill · design visual · nexu-io
webgl-experience
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.
Why this skill is useful
Provides specific patterns and techniques for creating real-time WebGL experiences that the AI wouldn't reliably generate on its own.
What it needs
About 2k tokens when loaded. Last updated 2026-08-07. 84,236 stars on the source repository.
What this skill does
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 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. …
How to use it
Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:
@skills nexu-io/webgl-experience