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Found 166 Skills
WebGL shaders and effects for JARVIS 3D HUD
This skill should be used when the user asks to "build a 3D hero section or WebGL background", "animate a Three.js scene", "play or crossfade GLTF animation clips", "move/lerp the camera or link it to scroll", "render thousands of objects with InstancedMesh", "set up React Three Fiber (R3F) motion", "add bloom/DOF post-processing", or "keep a Three.js/R3F animation smooth and leak-free (dispose geometries/materials/textures, free GPU memory on unmount)". Covers scenes, render loops, camera moves, GLTF AnimationMixer, instancing, scroll-linked 3D, R3F, and animation performance/disposal.
Expert guide for WebGL API development including 3D graphics, shaders (GLSL), rendering pipeline, textures, buffers, performance optimization, and canvas rendering. Use when working with WebGL, 3D graphics, canvas rendering, shaders, GPU programming, or when user mentions WebGL, OpenGL ES, GLSL, vertex shaders, fragment shaders, texture mapping, or 3D web graphics.
Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.
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 hardware acceleration.
Create a bright-green technical design system with structured split layouts, hard-framed dark surfaces, mono utility labels, and a prominent WebGL visualization zone.
Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam. Use only for laser background effects, not full page layout, copy, generic hero scenes, particles, or unrelated motion systems.
Lưới ảnh WebGL (Three.js) cuộn/kéo VÔ HẠN qua coordinate-wrapping — kéo hoặc cuộn dịch một offset ảo, vị trí mesh tính lại bằng modulo nên lưới trông vô hạn dù chỉ có N×N tile thật tồn tại. Gọi khi user nói "lưới ảnh vô hạn", "infinite scroll grid webgl", "draggable image wall", "poster wall cuộn vô hạn", hoặc /infinite-webgl-grid. KHÁC `skills/threejs-particle-morph` (particle rời rạc HỘI TỤ thành 1 ảnh theo tiến độ scroll, có "đích" cố định — đây là LƯỚI tile duyệt liên tục, không có đích) và KHÁC `skills/blur` (chuyển ảnh nọ sang ảnh kia trên 1 plane, không phải duyệt lưới nhiều ảnh).
Three.js and WebGL adapter patterns for HyperFrames. Use when creating deterministic Three.js scenes, WebGL canvas layers, AnimationMixer timelines, camera motion, shader-driven visuals, or canvas renders that respond to HyperFrames hf-seek events.
E-magazine × E-ink Style, WebGL Fluid Background + Serif Display
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. Covers the full PixiJS surface: Application setup, the scene graph (Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite), rendering (WebGL/WebGPU/Canvas, render loop, custom shaders, filters, blend modes), assets, events, color, math, ticker, accessibility, performance, environments, migration from v7, and project scaffolding. Triggers on: pixi, pixi.js, pixijs, PixiJS, v8, Application, app.init, Sprite, Container, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, Assets, Ticker, renderer, WebGL, WebGPU, scene graph, filter, shader, blend mode, texture, BitmapText, create-pixi, how do I draw, how do I render, how do I animate in pixi.
Use this skill when understanding how PixiJS v8 renders frames: the systems-and-pipes renderer, the render loop, and how the library adapts to different environments. Covers WebGLRenderer/WebGPURenderer/CanvasRenderer selection, renderer.render() pipeline, environment detection, and pointers to per-topic deep dives. Triggers on: renderer, WebGL, WebGPU, Canvas, render loop, render pipeline, systems, environments, autoDetectRenderer.