nexu-io/open-design

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. Open Design serves this in powered-preview mode so the GPU stack actually runs.

72Collecting
See how to use itView GitHub source
npx skills add https://github.com/nexu-io/open-design --skill "design-templates/webgl-experience"
Automated source guideContent productionStandard source

Source checked Jul 28, 2026·Refresh due Oct 26, 2026

Reorganized from the pinned upstream SKILL.md

Source-grounded content guide: webgl-experience

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.

npx skills add https://github.com/nexu-io/open-design --skill "design-templates/webgl-experience"
Check the pinned source

The pinned source supports a structured brief, but not an expanded tutorial. Only detected inputs, outputs, and sections are shown.

382 source words · 8 usable sections

Best fit

  • Use when the brief asks for a "WebGL", "shader", "3D", "generative", "GPU", "interactive canvas", "hero animation", or "real-time visual" experience.

Content workflow

Read webgl-experience through these 4 source sections

Sections are extracted automatically from the pinned SKILL.md and link back to the source.

01

Workflow

Read example.html end to end. Note the shape: one full-viewport , 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.

SKILL.md · Workflow
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.
02

Step 0 — Read the reference

Read example.html end to end. Note the shape: one full-viewport , 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.

SKILL.md · Step 0 — Read the reference
Read example.html end to end. Note the shape: one full-viewport , 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/…
03

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 driv…

SKILL.md · Step 1 — Choose the visual
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.
04

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.

SKILL.md · 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.

Content checklist

Verify each item before delivery

The source section “Workflow” has been checked.

The source section “Step 0 — Read the reference” has been checked.

The source section “Step 1 — Choose the visual” has been checked.

The source section “Step 2 — Build index.html” has been checked.

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FAQ

What does the webgl-experience source document cover?

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.

How do I install webgl-experience?

The source record exposes this install command: npx skills add https://github.com/nexu-io/open-design --skill "design-templates/webgl-experience". Inspect the command and pinned source before running it.

Repository stars
82,073
Repository forks
9,485
Quality
72/100
Source repository last pushed

Quality breakdown

Based on traceable docs and repository signals; stars are not treated as quality.

72/100
Documentation24/30
Specificity16/25
Maintenance20/20
Trust signals12/25

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View original Skill.mdThis page is parsed directly from the repository SKILL.md without editorial rewriting. Collected: Jul 28, 2026 · about 2 min

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

Open Design 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 (kickerh1sub) 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)

  • 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.
Skill path
design-templates/webgl-experience/SKILL.md
Commit SHA
89d6d4ef21ba
Repository license
Apache-2.0
Data collected