Files
f1a0b60c6c chore: unify product name display to OpenDesign repo-wide (#6998)
* chore: unify product name display to OpenDesign repo-wide

Rename the user-facing product name from "Open Design" to "OpenDesign"
across documentation, web/desktop UI strings, i18n locales, prompts,
plugin/skill/design-system content, changelogs, and specs, matching the
landing-page rename already in flight.

Deliberately excluded so installed-app identity stays untouched:
- packages/release PRODUCT_NAME and everything derived from it
  (app bundle names, installer/registry identity, updater feeds)
- tools/pack, tools/release, apps/packaged, landing page (PR #6983)
- mocks/ recorded traces and LICENSE
- test fixtures and comments that encode real on-disk install paths
  (Open Design.app, Program Files\Open Design, AppData paths)

Validated with pnpm guard, pnpm typecheck, and targeted web/desktop/host
test runs over the renamed strings.

* fix(web): keep two-letter author monogram for CamelCase brand names

authorInitials split words on whitespace only, so the renamed single-token
author name "OpenDesign" produced a one-letter monogram. Treat lower-to-upper
CamelCase boundaries as word breaks so the avatar fallback stays "OD".

* fix(release): restore spaced Windows source artifact names in win.ps1

tools/pack still derives builder outputs from the unchanged PRODUCT_NAME
("Open Design"), so the asset script must look for the spaced filenames.
Matches the mac/mac-intel/linux asset scripts, which were already kept on
the original names.

---------

Co-authored-by: Joey <236967869+joeylee12629-star@users.noreply.github.com>
2026-08-18 07:09:45 +00:00

3.6 KiB

name, description, triggers, od
name description triggers od
webgl-experience A full-screen, real-time WebGL/WebGL2 experience — animated shaders, 3D scenes, generative visuals, particle fields — rendered live on the GPU with a typographic overlay. Produced as a single self-contained `index.html`. Use when the brief asks for a "WebGL", "shader", "3D", "generative", "GPU", "interactive canvas", "hero animation", or "real-time visual" experience. OpenDesign serves this in powered-preview mode so the GPU stack actually runs.
webgl
webgl2
shader
3d scene
generative art
gpu
raymarch
particle field
interactive canvas
着色器
webgl 效果
mode platform scenario preview design_system craft
prototype web design
type entry reload
html index.html debounce-100
requires sections
false
color
typography
requires
animation-discipline

WebGL Experience Skill

Produce a single self-contained index.html that renders a real-time WebGL (or WebGL2) visual full-screen, with a clean typographic overlay on top.

Why this is a powered artifact

OpenDesign detects getContext('webgl2') / new Worker / SharedArrayBuffer and renders this file in powered preview — a cross-origin-isolated iframe with allow-same-origin. That means real Web Workers, SharedArrayBuffer, WASM, and the full GPU pipeline are available. You do not need to work around the opaque sandbox. Prefer webgl2 for modern features; fall back to webgl when the effect allows.

Resource map

webgl-experience/
├── SKILL.md      ← you're reading this
└── example.html  ← a working WebGL2 aurora-field reference (READ FIRST)

Workflow

Step 0 — Read the reference

Read example.html end to end. Note the shape: one full-viewport <canvas>, a fragment-shader draw loop on a fullscreen triangle, a DPR-aware resize, and a requestAnimationFrame tick. The overlay (kicker → h1 → sub) is pure HTML/CSS layered above the canvas via z-index.

Step 1 — Choose the visual

Pick ONE technique that fits the brief:

  • Fragment-shader field (default): domain-warped fbm noise, flow fields, plasma, gradients. Cheapest, always 60fps.
  • Raymarched scene: SDF spheres/boxes with soft shadows for a 3D hero.
  • Instanced geometry: thousands of points/quads driven by a vertex shader.
  • Post-processed image: sample a data-URI texture and distort/dither it.

Step 2 — Build index.html

  • Keep it one file, zero external requests (inline the shader source; embed any texture as a data: URI). Powered mode allows CDN loads, but self-contained previews are faster and portable.
  • Always: alpha:false, DPR clamped to 2, viewport on resize, and a guard that shows a graceful message if the context is null.
  • Compile shaders with error logging (getShaderInfoLog) so a typo fails loudly, not silently black.

Step 3 — Overlay + brand

  • Map the two :root-level accent colors to the active DESIGN.md when one is present; otherwise use a restrained dark palette with a single vivid accent (the reference uses lime #63fe13).
  • Headline ≤ 14ch, one supporting line. Never cover the whole canvas — the visual is the hero.

Step 4 — Self-review (P0)

  • Renders continuously at ~60fps; the FPS badge updates.
  • No WebGL console errors; getError() clean after first frame.
  • Resizes crisply on window resize (no stretching / blur).
  • Readable overlay contrast over the brightest frame.
  • Degrades to a message (not a blank page) if webgl2 is unavailable.