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ZimaBlueAIZimaBlueAI/skills/web-shader-extractor/SKILL.md

web-shader-extractor

Skill2 starsChanged 4 months agoApache-2.0View on GitHub

Use when a user gives or references a webpage URL and wants to extract, reproduce, port, or locally replay a WebGL, WebGPU, Canvas, shader-like, animated background, interactive 3D, or web visual effect. Locks the target rendering surface group, records shader/resource/render graph/timing/input evidence, builds an evidence-matched local baseline, then projectizes it. Do not use for ordinary DOM/CSS page cloning.

5 other projects use a version of this, 2 of them edited.

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We split this skill into the rules it gives an agent

13 rules. About 0 are common, 9 are distinctive, and 4 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈9

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 4

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Start from the target visual.

    line 15
  2. Distinctive:

    Keep large evidence, captures, and generated outputs out of the conversation.

    line 25
  3. Distinctive:

    Do not use this for ordinary DOM/CSS cloning, static screenshots, generic website copying, unrelated JavaScript deobfuscation, or product …

    line 35
  4. Distinctive:

    Use it only when the task has a shader/canvas target.

    line 36
  5. Distinctive:

    No compensation tuning: do not adjust brightness, time, color, offsets, or noise to mask missing pipeline evidence.

    line 44
  6. Distinctive:

    Ask only for product scope changes or external access/permission blockers.

    line 46
  7. Distinctive:

    Use plain records: state the fact, evidence path, current unknown, and next action.

    line 47
  8. Distinctive:

    Use the Recon Kernel state flow:

    line 51
  9. Very specific:

    Before lock, only narrow source probes tied to nextProbe are allowed.

    line 68
  10. Very specific:

    Use scripts/fetch-rendered-dom.mjs only as an optional inventory helper when Playwright is already available.

    line 102
  11. Very specific:

    Use scripts/scan-bundle.sh only on target-bound bundle slices or a precise nextProbe.

    line 103
  12. Distinctive:

    Use bundled templates as schemas, not free-form notes:

    line 106
  13. Very specific:

    If no adapter fits, follow generic WebGL, WebGPU, or Canvas2D capture in references/capture-backends.md.

    line 123

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Web Shader Extractor

Index for WebGL / WebGPU / Canvas rendering investigation and local replay. Start from the target visual. Lock the surface group. Trace source or runtime facts. Build a runnable baseline. Then projectize.

Router Contract

This file is the index. Do not treat it as the full operating manual. Before task action, read:

  • references/operating-contract.md
  • references/recon-kernel.md

Then load only the focused references needed by the current state. Keep large evidence, captures, and generated outputs out of the conversation. Store them in the user's output directory.

Use This For

  • Extracting a webpage WebGL, WebGPU, Canvas2D, OffscreenCanvas, shader, or animated canvas effect.
  • Replaying an animated background, product shader, interactive WebGL scene, or Canvas visual locally.
  • Building an evidence-matched baseline first, then an editable project.
  • Investigating target-bound shader/render graph/timing/resource/input facts.

Do not use this for ordinary DOM/CSS cloning, static screenshots, generic website copying, unrelated JavaScript deobfuscation, or product UI redesign. Use it only when the task has a shader/canvas target.

Core Rules

  • Target-bound before framework-bound: a global Three.js, platform, or shader signature is only a hypothesis until tied to the target surface group.
  • Evidence before implementation: source, runtime objects, frame captures, source maps, and public structured definitions outrank visual fitting.
  • Baseline before projectization: never overwrite a verified baseline for cleanup, simplification, or native conversion.
  • Honest labels: implementation-critical facts are SOURCE, PARTIAL, or GUESS; unlabeled values are treated as GUESS.
  • No compensation tuning: do not adjust brightness, time, color, offsets, or noise to mask missing pipeline evidence.
  • Gate artifacts are transition guards: if the required artifact is missing, incomplete, or has placeholders in gate-critical fields, the state has not advanced.
  • Ask only for product scope changes or external access/permission blockers.
  • Use plain records: state the fact, evidence path, current unknown, and next action. Avoid metaphor, broad claims, and unsupported conclusions.

State Router

Use the Recon Kernel state flow:

INTAKE -> CAPABILITY_SNAPSHOT -> QUICK_SCOUT -> SURFACE_ATTRIBUTION
-> TARGET_LOCK_GATE
   - provisional/failed -> REFINE_SCOUT
   - attributed -> targeted owner/backend/source probe -> TARGET_LOCK_GATE
   - locked -> SCOPE_CHECK
-> TRACE_ROUTE_SELECT -> SOURCE_TRACE -> CAPTURE_MINIMUM_TRUTH
-> REPLAY_READY_GATE
   - not ready -> SOURCE_TRACE / CAPTURE_MINIMUM_TRUTH
   - ready -> RAW_REPLAY
-> BASELINE_RUN -> BASELINE_VERIFY
-> BASELINE_VERIFIED -> PROJECTIZE -> PROJECT_VERIFY -> PACKAGE

TARGET_LOCKED must precede deep source/bundle work. Before lock, only narrow source probes tied to nextProbe are allowed. REPLAY_READY must precede implementation. BASELINE_VERIFIED must precede projectization.

Reference Router

Load only what the current state needs:

NeedRead
Global contract, fact labels, completion statesreferences/operating-contract.md
Kernel, initial protocol, state flow, autonomy, budgetsreferences/recon-kernel.md
Surface discovery and visual attributionreferences/surface-discovery.md
Lock criteria, target-bound evidence, scope, Three.js bindingreferences/target-lock.md
Evidence labels, ledgers, unknown classes, sensitive datareferences/evidence-policy.md
Tool capability selectionreferences/tool-capability-matrix.md
WebGL, WebGPU, and Canvas2D capture factsreferences/capture-backends.md
Source maps, bundle slices, config, encoded definitionsreferences/source-analysis.md
Replay readiness, routes, baseline, stack choice, projectizationreferences/replay-policy.md
QA, failure routing, severity, mismatch signaturesreferences/qa-failure-policy.md
Three.js shader injection or TSL reconstructionreferences/three-shader-reconstruction.md
Unicorn Studio targetreferences/unicorn-studio.md
shaders.com / TSL targetreferences/shaders-com.md

Tool And Artifact Policy

Tools are replaceable capabilities, not prerequisites. First record the available capability profile:

navigate, runtime-eval, preload-script, network-metadata, network-body,
source-map, canvas-screenshot, interaction, frame-capture-webgl,
frame-capture-webgpu, local-run, multi-frame-compare

Use scripts/fetch-rendered-dom.mjs only as an optional inventory helper when Playwright is already available. Use scripts/scan-bundle.sh only on target-bound bundle slices or a precise nextProbe. Script output is hypothesis evidence. It never satisfies Surface Attribution, Target Lock, Replay Ready, or QA gates by itself.

Use bundled templates as schemas, not free-form notes:

  • templates/scout-card.json
  • templates/replay-manifest.json
  • templates/run-state.json
  • templates/qa-report.md
  • templates/known-gaps.md
  • templates/extraction-report.md

Platform Adapters

Load platform references only after target-bound evidence points there:

  • Unicorn Studio: references/unicorn-studio.md
  • shaders.com / TSL: references/shaders-com.md
  • Three.js shader injection or TSL: references/three-shader-reconstruction.md

If no adapter fits, follow generic WebGL, WebGPU, or Canvas2D capture in references/capture-backends.md.

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