Pixijs
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
Build small, always-on WebGL visuals (identity avatars, ambient orbs, glass and iridescent surfaces, animated textures) that ship inside a normal web app UI without wrecking performance…
$ npx skills add flornkm/skills --skill webgl-components -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install flornkm/skills webgl-components --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/flornkm/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/webgl-components .claude/skills/webgl-components && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "webgl-components" agent skill from https://github.com/flornkm/skills/tree/main/skills/webgl-components into .claude/skills/webgl-components/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "webgl-components", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/flornkm/skills/tree/main/skills/webgl-componentsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add flornkm/skills --skill webgl-components -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install flornkm/skills webgl-components --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flornkm/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/webgl-components .agents/skills/webgl-components && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "webgl-components" agent skill from https://github.com/flornkm/skills/tree/main/skills/webgl-components into .agents/skills/webgl-components/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "webgl-components", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add flornkm/skills --skill webgl-components -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install flornkm/skills webgl-components --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flornkm/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/webgl-components .cursor/skills/webgl-components && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "webgl-components" agent skill from https://github.com/flornkm/skills/tree/main/skills/webgl-components into .cursor/skills/webgl-components/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "webgl-components", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/flornkm/skills.git --path skills/webgl-components--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add flornkm/skills --skill webgl-components -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install flornkm/skills webgl-components --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flornkm/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/webgl-components .gemini/skills/webgl-components && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "webgl-components" agent skill from https://github.com/flornkm/skills/tree/main/skills/webgl-components into .gemini/skills/webgl-components/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "webgl-components", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install flornkm/skills webgl-componentsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add flornkm/skills --skill webgl-components -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/flornkm/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/webgl-components .github/skills/webgl-components && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "webgl-components" agent skill from https://github.com/flornkm/skills/tree/main/skills/webgl-components into .github/skills/webgl-components/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "webgl-components", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add flornkm/skills --skill webgl-components -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install flornkm/skills webgl-components --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/flornkm/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/webgl-components .opencode/skills/webgl-components && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "webgl-components" agent skill from https://github.com/flornkm/skills/tree/main/skills/webgl-components into .opencode/skills/webgl-components/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "webgl-components", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
webgl-componentsBuild small, always-on WebGL visuals (identity avatars, ambient orbs, glass and iridescent surfaces, animated textures) that ship inside a normal web app UI without wrecking performance…
Webgl Components is an agent skill from flornkm/skills. Build small, always-on WebGL visuals (identity avatars, ambient orbs, glass and iridescent surfaces, animated textures) that ship inside a normal web app UI without wrecking performance, accessibility, SSR, or layout. Use whenever a shader-, GLSL-, or canvas-driven decorative element is added to a product UI, especially one rendered many times per page or per list; when reviewing or optimizing one; or when debugging one that renders blurry, aliased, all-black, or paints over the surrounding UI on machines without…
Its SKILL.md is about 4.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts.
It sits in Game Development, covering 3D graphics and WebGL and Shaders. The repository describes itself as: Collection of skills giving agents guidance on design/eng concepts LLMs aren't trained on. The licence is MIT.
Read from SKILL.md and the folder at commit cf1c009. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 1 file in scripts/, which the agent can run.
Shell commands in SKILL.md call:
python3From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Webgl Components loads about 4.7k tokens when it runs. Until then it costs about 140 tokens; SKILL.md has 2,847 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from flornkm/skills at commit cf1c009, republished under its MIT licence (© flornkm). 2,847 words, ~4,715 tokens.
.claude/skills/webgl-components/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Lessons for embedding shader-driven visuals (identity avatars, ambient orbs, animated textures) into product UI. The failure modes are predictable, and nearly all of them come from treating the widget like a demo instead of like a component that renders fifty times in a list.
Never create one WebGL context per component instance. Browsers cap a document at roughly 8 to 16 live contexts, then silently evict the oldest. A list of avatars hits that cap immediately.
drawImage.canvas.height - size, not from 0.requestAnimationFrame loop for all instances, owned at module level. No per-instance loops.IntersectionObserver so offscreen instances never draw.document.visibilityState !== "visible", and stop scheduling once nothing visible remains.texture2D(..., bias) to pull the detail back. This presents as "why is it suddenly blurry and washed out" and is easy to misdiagnose as a texture problem.generateMipmap, so keep generated sources power-of-two and resample arbitrary images onto a power-of-two canvas before upload.Glass, chrome, iridescence and caustics are the usual reasons these widgets exist, and the instinct is to paint them: a gaussian for the highlight, a hand-authored violet-to-red ramp for the rainbow, a smoothstep ring for the edge. Painted optics need a new hand-tuned term for every angle and every background, and they stop being convincing the moment anything moves. Deriving them costs about the same per pixel and holds up on its own.
N = normalize(vec3(p, sqrt(1 - r*r))). From it, Fresnel 0.04 + 0.96 * pow(1 - dot(N, V), 5.0) and a reflection vector are two more lines, and a Fresnel-weighted env(reflect(-V, N)) already is the specular edge — grazing angles drive the weight to 1 and the rim shows nothing but environment. A separate rim term added on top of this is a sign the reflection is not doing its job.pows, needs no texture upload or GPU memory, and gives correct-looking reflections everywhere the widget curves.refract and a few exps — the whole loop is comparable to a 13-tap blur, and unlike the blur it scales with nothing but area. If it still needs trimming, drop taps before dropping resolution, but re-check for striping each time.vec4(emitted, coverage) — rather than a finished opaque image. The clear middle then lets the page through while only the reflective rim goes properly opaque.prefers-color-scheme and pass it as a uniform.backdrop-filter (blur() is universally supported; an SVG feDisplacementMap bends it properly but is not portable), or drawing the backdrop into the scene yourself. Say which one you did — a widget described as refracting the page when it is only reflecting a procedural environment will be found out the moment it moves over something patterned.Do not copy a device-pixel-ratio cap from another project. The right cap is a function of how expensive your fragment shader is.
Optimizing the shader first is what earns the sharper rendering. Decide the cap after the shader is final, not before.
gl.deleteTexture until back under the cap. Evicting a texture that is on screen just forces an immediate regeneration.createImageBitmap, falling back to Image, and close() the bitmap in a finally so early-return paths cannot leak decoded pixel memory.webglcontextlost, call preventDefault(), tear down the loop, and flip every mounted instance to its DOM fallback. Context loss is routine under GPU resets and tab pressure, not exotic.failIfMajorPerformanceCaveat: true. Where the GPU is blocklisted, a heavy source pass takes seconds and freezes the tab, and the flat fallback is strictly the better widget there.failIfMajorPerformanceCaveat: true is the right call, but accept what it implies: the widget refuses to render on every machine with hardware acceleration switched off — a plain Chrome settings toggle, not an exotic state — plus blocklisted GPUs, remote-desktop sessions, and lost contexts. Those users see only the fallback, and none of them are the machine you develop on, which is precisely how a broken fallback ships: nobody who could fix it ever renders it.
fallback part of the minimum API shape. Take it as a prop next to source, and include it in every documented example — above all the first copy-paste snippet, because that is the one humans and agents lift. An example gallery where only a dedicated "fallback demo" passes one teaches everyone else to omit it.object-cover, which matches the shader's cover-fit crop. A window onto a larger image → position it absolutely against the frame and let the clip do the cropping.overflow: hidden only clips an absolutely positioned descendant when the clipping element is itself positioned. A fallback that positions an oversized image against a static wrapper ignores the clip entirely and paints across the surrounding UI at full size. Put position: relative on the overflow-hidden frame, and treat its absence as a review blocker — this exact bug ships invisibly because the branch never renders on a dev machine.forceFallback prop and use it in the design-system or docs page with the hardest fallback shape supported (an image an order of magnitude larger than the widget, positioned off-center). A clipping regression then splatters a photo across the docs page where anyone sees it, instead of waiting for a customer report. If flipping to the fallback unmounts the canvas, the registration effect must depend on that flag so the stale instance is released, not leaked.img override, for instance) can silently strip the className or style a fallback depends on, leaving a demo that renders plausibly while testing nothing."use client". This is an RSC boundary marker rather than a React-wide requirement, so check which world you are in: it applies in the Next.js App Router and the other RSC setups (React Router's RSC mode, Waku, the Parcel and Vite RSC plugins), and is an inert directive in a plain SPA, the Next Pages Router, or Astro and Remix islands, where the only effect is a bundler warning about module-level directives. Where it does apply, omitting it often works in dev while the production server render fails with an opaque digest error, because dev and prod RSC behavior differ. Verify with a real production build, not the dev server.window, document, matchMedia) at module scope, only inside functions called after mount. This one bites in Astro, Remix, Gatsby and a Vite SSR build just as hard as in Next.source={{...}} object re-registers the instance on every render when the effect depends on object identity.prefers-reduced-motion renders one still frame and never starts the loop. Keep full visual fidelity, since reduced motion is not reduced appearance. Listen for the media-query change and repaint live.aria-hidden, meaningful ones get role="img" with a label. Make it a prop that defaults to hidden.isolation: isolate if it layers internally with z-index. Otherwise its internal stacking leaks into the page and the widget floats above sticky headers and navigation.Math.random() in the render path. Determinism is what makes the widget an identity mark rather than a screensaver.scripts/gpu-probe.html answers it directly: the strict-context result, whether WebGL exists at all, the live context cap, and the blit orientation. Edit CONTEXT_OPTIONS at the top of the file to match your component's real options first, because the answer only transfers if the options match. Serve it and read the JSON:python3 -m http.server 8000 --directory scripts--user-data-dir keeps it out of the normal profile:"/Applications/Google Chrome.app/Contents/MacOS/Google Chrome" --disable-gpu --user-data-dir=/tmp/nogpu-profile http://localhost:8000/gpu-probe.html Expect the probe to report FALLBACK, then confirm every widget in your app shows its fallback, correctly clipped and painting nothing outside its frame. Note the two no-GPU states differ: --disable-gpu removes WebGL entirely, while the GUI toggle (Settings → System → "Use graphics acceleration when available", off, then restart) usually leaves a software rasterizer that the strict context refuses anyway. Both land on the fallback branch, and the GUI toggle is the exact state the affected users are in.
--disable-gpu shows only fallbacks with nothing painting outside its frame, and a production build serves the page.© flornkm, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (scripts) in skills/webgl-components of flornkm/skills.
Open the folder on GitHubat commit cf1c009
Webgl Components next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Webgl Components this skillflornkm/skills | 113 | — | ~4.7k | Automated safety check: Pass | MIT | |
| PixijsRSamaium/CanvasEngine | 401 | 2 repos | ~1.6k | Automated safety check: Pass | MIT | |
| New ExperimentTresjs/tres | 3.8k | — | ~782 | Automated safety check: Pass | MIT | |
| Shader Extractcth9191/site-clone | 133 | — | ~1.4k | Automated safety check: Pass | MIT | |
| Typegpusoftware-mansion-labs/skills | 291 | 2 repos | ~5.6k | Automated safety check: Pass | None | |
| Tslpmndrs/glyph | 393 | — | ~1.5k | Automated safety check: Pass | MIT |
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
cth9191/site-clone
Extract, reproduce, and locally replay a single WebGL / WebGPU / Canvas / shader / animated-3D visual effect from a web page — the GPU-rendered surface that DOM/CSS cloning is blind to.
software-mansion-labs/skills
TypeGPU is type-safe WebGPU in TypeScript. An agent skill from software-mansion-labs/skills.
pmndrs/glyph
Implement, migrate, review, debug, or verify Three.js Shading Language (TSL) materials, node graphs, WebGPU compute work, and post-processing.
Siege-Perilous/tableslayer
Architecture and gotchas for packages/stage — the Threlte/Three.js map renderer (layers, two-pass rendering, shaders, coordinate flips, performance tiers, disposal).
Categories
Build small, always-on WebGL visuals (identity avatars, ambient orbs, glass and iridescent surfaces, animated textures) that ship inside a normal web app UI without wrecking performance…. Webgl Components is an agent skill from flornkm/skills. Build small, always-on WebGL visuals (identity avatars, ambient orbs, glass and iridescent surfaces, animated textures) that ship inside a normal web app UI without wrecking performance, accessibility, SSR, or layout.
Webgl Components fits situations like: canvas-driven decorative element is added to a product UI; especially one rendered many times per page; debugging one that renders blurry; paints over the surrounding UI on machines without hardware acceleration.
Run `npx skills add flornkm/skills --skill webgl-components -a claude-code`. Or copy the skill folder (skills/webgl-components in flornkm/skills) into .claude/skills/webgl-components in your project. Claude Code loads it when a task matches its description.
Run `npx skills add flornkm/skills --skill webgl-components -a codex`. Or copy the skill folder (skills/webgl-components in flornkm/skills) into .agents/skills/webgl-components in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add flornkm/skills --skill webgl-components -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/webgl-components, .gemini/skills/webgl-components, .github/skills/webgl-components and .opencode/skills/webgl-components in your project.
Going by SKILL.md and its folder, Webgl Components needs the command-line tools its instructions call (python3).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Webgl Components is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.7k tokens (SKILL.md is roughly 19k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Webgl Components: Pixijs (RSamaium/CanvasEngine, 401 stars), New Experiment (Tresjs/tres, 3.8k stars), Shader Extract (cth9191/site-clone, 133 stars) and Typegpu (software-mansion-labs/skills, 291 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
flornkm (a GitHub user) maintains it in flornkm/skills, which has 113 GitHub stars. The repository was last updated on August 20, 2026.
Source: flornkm/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.