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sukirman1901sukirman1901/frontend-expert/skills/webgl/SKILL.md

webgl

Skill9 starsChanged 2 months agoMITView on GitHub

Pure WebGL shader backgrounds via Plasma Studio (Gradient/Dither/Raymarch), Plasma.init drop-in, destroy on unmount. REQUIRED when the user asks for WebGL, shader background, plasma effect, animated canvas bg, or plasma.nusaiba.dev — do not invent Three.js heroes for backgrounds.

1 other project uses a version of this.

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The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 1 is distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Default path for animated fullscreen backgrounds: Plasma Studio — pure WebGL fragment shaders, not Three.js/R3F.

    line 14
  2. Distinctive:

    Prefer Studio tune → export config over rewriting GLSL

    line 30
  3. Very specific:

    Call destroy() on route unmount.

    line 32

≈ “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

WebGL (Plasma Studio)

Overview

Default path for animated fullscreen backgrounds: Plasma Studio — pure WebGL fragment shaders, not Three.js/R3F.

When to use

  • Shader / plasma / WebGL background
  • Export from Studio into a product canvas
  • Landing hero FX with Plasma.init

When to skip

  • Mesh/GLTF/3D scene graph → Three.js (see depth note in reference)
  • Static CSS gradient only

Workflow

  1. Stop — do not scaffold Three.js/R3F for a fullscreen background unless the user explicitly wants a 3D scene graph
  2. Prefer Studio tune → export config over rewriting GLSL
  3. Drop in shader-source + plasma-engine → Plasma.init(id, config)
  4. Call destroy() on route unmount; honor prefers-reduced-motion
  5. UI chrome uses tokens via the token decision tree (references/token-preset-scoring.md) — do not auto-force plasma-landing just because WebGL is on; use plasma-landing only for Plasma brand / hard-gate / explicit --token
  6. Note WebGL line in Conventions check (references/compliance-gates.md)

Checklist

  • Engine choice clear (Gradient / Dither / Raymarch)
  • Canvas sized by parent; resize OK
  • Lifecycle cleanup (destroy)
  • Text contrast not relying on shader alone
  • Reduced-motion fallback considered

Depth

Full guide: references/webgl.md.

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