Agent skill · design visual · nexu-io

webgl-liquid-metal

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.

Why this skill is useful

Provides a specific implementation of a liquid-metal shader in WebGL that includes domain-specific techniques and patterns not commonly known.

What it needs

About 2k tokens when loaded. Last updated 2026-08-07. 84,236 stars on the source repository.

What this skill does

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 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 + 0.5cos(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) [ ] Renders continuously at ~60fps; the FPS badge updates. …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills nexu-io/webgl-liquid-metal

View the source on GitHub

Browse the @skills marketplace