nexu-io/open-design

webgl-raymarched-hero

A real-time raymarched 3D hero — soft-shadowed morphing metaballs with a fresnel rim light, sphere-traced per pixel in a fragment shader with a slow camera orbit. No meshes, no textures. Rendered as a single self-contained `index.html`. Use when the brief asks for a "raymarch", "signed distance field", "SDF", "3D hero", "metaballs", "blobs", or a shader-based 3D scene. Open Design serves this in powered-preview mode so the GPU stack actually runs.

77Collecting
See how to use itView GitHub source
npx skills add https://github.com/nexu-io/open-design --skill "plugins/_official/examples/webgl-raymarched-hero"
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-raymarched-hero

Produce a single self-contained index.html that renders a real-time 3D scene entirely in a fragment shader via sphere tracing, full-screen, with a clean typographic overlay on top.

npx skills add https://github.com/nexu-io/open-design --skill "plugins/_official/examples/webgl-raymarched-hero"
Check the pinned source

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

374 source words · 8 usable sections

Best fit

  • Use when the brief asks for a "raymarch", "signed distance field", "SDF", "3D hero", "metaballs", "blobs", or a shader-based 3D scene.

Content workflow

Read webgl-raymarched-hero 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 fullscreen triangle; a map(p) signed-distance function that smooth-unions (smin) several moving spheres; normals by finite differences; a softShadow march; and a camera built from ro/ta with a slow orbit. Shading = diffuse × soft…

SKILL.md · Workflow
Metaballs (default): a few spheres blended with smin — organic, always readable.Rounded primitives: box/torus/capsule SDFs with domain repetition for a structured hero.Displaced surface: a sphere plus a low-amplitude noise displacement for a molten look.
02

Step 0 — Read the reference

Read example.html end to end. Note the shape: one fullscreen triangle; a map(p) signed-distance function that smooth-unions (smin) several moving spheres; normals by finite differences; a softShadow march; and a camera built from ro/ta with a slow orbit. Shading = diffuse × soft…

SKILL.md · Step 0 — Read the reference
Read example.html end to end. Note the shape: one fullscreen triangle; a map(p) signed-distance function that smooth-unions (smin) several moving spheres; normals by finite differences; a softShadow march; and a camera…
03

Step 1 — Choose the SDF

Keep the marcher cheap so it holds 60fps: - Metaballs (default): a few spheres blended with smin — organic, always readable. - Rounded primitives: box/torus/capsule SDFs with domain repetition for a structured hero. - Displaced surface: a sphere plus a low-amplitude noise displa…

SKILL.md · Step 1 — Choose the SDF
Metaballs (default): a few spheres blended with smin — organic, always readable.Rounded primitives: box/torus/capsule SDFs with domain repetition for a structured hero.Displaced surface: a sphere plus a low-amplitude noise displacement for a molten look.
04

Step 2 — Build index.html

One file, zero external requests. Fullscreen triangle + fragment raymarch.

SKILL.md · Step 2 — Build index.html
One file, zero external requests. Fullscreen triangle + fragment raymarch.Bound the march: cap iterations (90), early-out on hit (d < 0.001) and on far distance; clamp DPR to 1.5 — raymarching is per-pixel heavy.Light it: diffuse, a soft/penumbra shadow, a fresnel rim (pow(1 - dot(n,-rd), 3)), and one specular lobe. Gentle gamma at the end.

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 SDF” has been checked.

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

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FAQ

What does the webgl-raymarched-hero source document cover?

Produce a single self-contained index.html that renders a real-time 3D scene entirely in a fragment shader via sphere tracing, full-screen, with a clean typographic overlay on top.

How do I install webgl-raymarched-hero?

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

Repository stars
82,073
Repository forks
9,485
Quality
77/100
Source repository last pushed

Quality breakdown

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

77/100
Documentation24/30
Specificity16/25
Maintenance20/20
Trust signals17/25

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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

Raymarched Hero Skill

Produce a single self-contained index.html that renders a real-time 3D scene entirely in a fragment shader via sphere tracing, full-screen, with a clean typographic overlay on top.

Why this is a powered artifact

Open Design 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-raymarched-hero/
├── SKILL.md      ← you're reading this
└── example.html  ← a working SDF metaball raymarcher (READ FIRST)

Workflow

Step 0 — Read the reference

Read example.html end to end. Note the shape: one fullscreen triangle; a map(p) signed-distance function that smooth-unions (smin) several moving spheres; normals by finite differences; a softShadow march; and a camera built from ro/ta with a slow orbit. Shading = diffuse × soft shadow + fresnel rim + a tight specular.

Step 1 — Choose the SDF

Keep the marcher cheap so it holds 60fps:

  • Metaballs (default): a few spheres blended with smin — organic, always readable.
  • Rounded primitives: box/torus/capsule SDFs with domain repetition for a structured hero.
  • Displaced surface: a sphere plus a low-amplitude noise displacement for a molten look.

Step 2 — Build index.html

  • One file, zero external requests. Fullscreen triangle + fragment raymarch.
  • Bound the march: cap iterations (~90), early-out on hit (d < 0.001) and on far distance; clamp DPR to ~1.5 — raymarching is per-pixel heavy.
  • Light it: diffuse, a soft/penumbra shadow, a fresnel rim (pow(1 - dot(n,-rd), 3)), and one specular lobe. Gentle gamma at the end.
  • 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 dark palette with one vivid accent (the reference tints the surface toward lime #63fe13 and rims it in teal).
  • Headline ≤ 13ch plus one supporting line. Keep the 3D form as the hero.

Step 4 — Self-review (P0)

  • Renders continuously at ~60fps; the FPS badge updates.
  • Surface has real depth cues: shadow, rim, and a moving specular.
  • No banding artifacts at the silhouette; normals are stable.
  • Resizes crisply on window resize (no stretching / blur).
  • Degrades to a message (not a blank page) if webgl2 is unavailable.
Skill path
plugins/_official/examples/webgl-raymarched-hero/SKILL.md
Commit SHA
89d6d4ef21ba
Repository license
Apache-2.0
Data collected