
WebGL Experience
FreeCreate immersive real-time WebGL visuals with ease.
Free · Opens the source repo
What WebGL Experience does
The WebGL Experience skill enables developers to produce a fully self-contained index.html file that showcases real-time WebGL or WebGL2 visuals in a full-screen format. This skill is particularly useful for creating interactive graphics, generative art, and animated shaders that are rendered live on the GPU. With a clean typographic overlay, the visuals can be tailored to fit various design briefs, making it an ideal tool for designers and developers who need to deliver engaging visual experiences without relying on external resources.
To get started, users should read the provided example.html file, which serves as a reference for implementing a full-viewport <canvas> and a fragment-shader draw loop. The example demonstrates best practices, such as ensuring high frame rates and responsive resizing, which are crucial for maintaining a smooth user experience. By following the structured workflow outlined in the skill, users can select from various visual techniques, including fragment-shader fields and raymarched scenes, to create the desired effect.
The skill emphasizes the importance of keeping the output contained within a single file, which enhances portability and performance. By inlining shader sources and embedding textures as data URIs, users can ensure that their creations remain self-sufficient and efficient. Additionally, the skill provides guidelines for overlay design, ensuring that the visual remains the focal point while still allowing for branding and messaging.
Overall, the WebGL Experience skill is tailored for developers and designers looking to create high-quality, interactive visual content that leverages the power of WebGL. Its structured approach and emphasis on performance make it a valuable addition to any toolkit focused on modern web graphics.
When to use it
Use this skill when tasked with creating interactive, real-time graphics for web applications, especially when a visually engaging experience is required.
When not to use it
This skill is not suitable for projects that require extensive interactivity beyond visual rendering or for scenarios where external resources are necessary.
What you can build with it
Interactive Hero Animation
Create a captivating hero animation for a landing page that showcases your product using real-time WebGL visuals.
Generative Art Installation
Develop an interactive generative art piece for an online gallery that responds to user inputs with dynamic visuals.
Data Visualization
Use WebGL to visualize complex datasets in an engaging way, allowing users to explore data through interactive graphics.
How to install WebGL Experience
View source1. Install with the skills CLI
npx skills add nexu-io/open-design/webgl-experience --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by nexu-ioWebGL 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 (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,viewporton 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
webgl2is unavailable.
Frequently asked questions about WebGL Experience
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