webgl_skill
- 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.