Agent skill · Design & Presentation

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.

nexu95,528★ · +2,037/wk · 5 repos on radarProfile →
claude-codecodexcursorApache-2.0
Install
npx skills add nexu-io/open-design --skill webgl-raymarched-hero --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 3
SKILL.md size: 3 KB
Bundled scripts: none
Path: plugins/_official/examples/webgl-raymarched-hero/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 83,577 · +1,339 this week
Language: TypeScript
Read our review of the source →

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the 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 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/c

What's inside
Steps it walks through
  1. Why this is a powered artifact
  2. Resource map
  3. Workflow
  4. Step 0 — Read the reference
  5. Step 1 — Choose the SDF
  6. Step 2 — Build index.html
  7. Step 3 — Overlay + brand
  8. Step 4 — Self-review (P0)
Ships with 2 files
  • example.html
  • open-design.json
More from open-design
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About this skill
What does the webgl-raymarched-hero skill do?

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.

How do I install it?

Run `npx skills add nexu-io/open-design --skill webgl-raymarched-hero --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From nexu-io/open-design, a repository with 83,577 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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