Source profileQuality 75/100

nexu-io/open-design/plugins/_official/examples/webgl-raymarched-hero/SKILL.md

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

Source repository stars
91,167
Declared platforms
0
Static risk flags
0
Last source update
2026-08-25
Source checked
2026-08-25

Decision brief

What it does: where it fits

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.

Best for

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

Not for

  • Tasks that require unconfirmed production actions or broad system permissions.
  • Environments where the pinned source and install steps cannot be inspected.

Compatibility matrix

Platform support, with evidence labels

PlatformStatusEvidenceWhat to check
CodexNot declaredNo explicit evidencePortability before use
Claude CodeNot declaredNo explicit evidencePortability before use
CursorNot declaredNo explicit evidencePortability before use
Gemini CLINot declaredNo explicit evidencePortability before use
Open the compatibility checker

Installation

Inspect first. Install second.

The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.

Source-detected install commandSource
npx skills add https://github.com/nexu-io/open-design --skill "plugins/_official/examples/webgl-raymarched-hero"
Safe inspection promptEditorial

Inspect the Agent Skill "webgl-raymarched-hero" from https://github.com/nexu-io/open-design/blob/edfa6b5f447e95cb120eae030f03baba00dc34de/plugins/_official/examples/webgl-raymarched-hero/SKILL.md at commit edfa6b5f447e95cb120eae030f03baba00dc34de. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.

Workflow

What the source asks the agent to do

  1. 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…

    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.
  2. 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…

    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…
  3. 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…

    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.
  4. 04

    Step 2 — Build index.html

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

    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.

Permission review

Static risk signals and limitations

No configured static risk pattern was detected

This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.

Evidence record

Why each signal appears

EvidenceSourceComputedTestedEditorial
SignalValueEvidence typeMeaning
Quality score75/100ComputedDocumentation, specificity, maintenance, and trust rules
Repository stars91,167SourceRepository attention, not individual Skill quality
Compatibility0 platformsSourceDeclared in the catalog source record
Usage guideautomated source guideEditorialGenerated or reviewed according to the visible evidence level

Pinned source

Provenance and original SKILL.md

Repository
nexu-io/open-design
Skill path
plugins/_official/examples/webgl-raymarched-hero/SKILL.md
Commit
edfa6b5f447e95cb120eae030f03baba00dc34de
License
Apache-2.0
Collected
2026-08-25
Default branch
main
View the original SKILL.md

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

OpenDesign 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.

Frequently asked questions

What to verify before installation and use

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.

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