webgl_skill

This skill provides WebGL shader and HUD effects expertise to create GPU-accelerated visuals with safety, performance, and robust fallbacks.
  • Shell

25

GitHub Stars

1

Bundled Files

2 months ago

Catalog Refreshed

4 months ago

First Indexed

Readme & install

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Installation

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npx veilstrat add skill martinholovsky/claude-skills-generator --skill webgl

  • SKILL.md12.9 KB

Overview

This skill delivers WebGL shader and effect development guidance for the JARVIS 3D HUD, focused on secure, high-performance GPU rendering. It covers shader compilation, context management, resource limits, and practical patterns for holographic and post-processing effects. Use it to build GPU-accelerated visuals while minimizing security and stability risks.

How this skill works

The skill inspects and prescribes safe WebGL practices: detecting WebGL2 support, validating shader sources, compiling and linking programs with error handling, and tracking GPU resources. It provides patterns for context loss handling, memory budgeting, draw-call batching, and type-safe uniform setting. It also supplies testing and CI recommendations to ensure shaders and resource managers behave correctly.

When to use it

  • Building holographic or HUD shaders for JARVIS or similar overlays
  • Implementing particle systems, compute-like effects, or post-processing (bloom, glitch)
  • Adding runtime safety: context loss recovery and resource limits
  • Optimizing runtime performance: batching, instancing, VAOs
  • Designing fallbacks when WebGL2 is unavailable

Best practices

  • Write tests first for shader compilation, context events, and resource limits
  • Enforce strict resource budgets (texture memory, max draw calls, triangle counts)
  • Validate all shader inputs and guard compilation/linking with detailed logs
  • Handle webglcontextlost and webglcontextrestored to reinitialize safely
  • Reuse buffers, use VAOs and instanced draws to minimize state changes

Example use cases

  • Holographic fragment shader with scanline and edge-glow effects for HUD elements
  • Real-time data visualization using instanced rendering for thousands of points
  • Particle systems using batched draws and texture atlases to reduce draw calls
  • Post-process pipeline (bloom, color grading, glitch) with fallback to CSS/canvas
  • Resource manager that enforces a 256MB texture limit and disposes on shutdown

FAQ

WebGL2 is broadly supported: Chrome 56+, Firefox 51+, Edge (Chromium) 79+, and recent Safari versions (15+). Always feature-detect at runtime.

How do I protect against GPU resource exhaustion?

Enforce limits in a resource manager: max textures, max texture memory, max draw calls and triangles; fail gracefully and dispose unused assets.

How should I test shaders in CI?

Run unit tests that compile shaders against a headless WebGL2 context, include context loss simulations, and validate resource budget checks.

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webgl skill by martinholovsky/claude-skills-generator | VeilStrat