Particle Galaxy Skill
Produce a single self-contained index.html that renders a real-time particle system full-screen, with a clean typographic overlay on top. The signature move: compute each particle's position on the GPU so the CPU never loops over particles.
Why this is a powered artifact
OpenDesign detects getContext('webgl2') and renders this file in powered preview — a cross-origin-isolated iframe with allow-same-origin. The full GPU pipeline is available; you do not need to work around the opaque sandbox.
Resource map
webgl-particle-galaxy/
├── SKILL.md ← you're reading this
└── example.html ← a working 50,000-point WebGL2 galaxy (READ FIRST)
Workflow
Step 0 — Read the reference
Read example.html end to end. Note the shape: no vertex buffer — the vertex shader reads gl_VertexID, hashes it into a stable per-particle seed, and derives a log-spiral orbit with an inner-fast rotation curve. Points are drawn with gl.drawArrays(gl.POINTS, 0, N) in one call, additive-blended (blendFunc(ONE, ONE) with premultiplied color) so overlapping points glow.
Step 1 — Pick the motion
Choose a field the vertex shader can express cheaply from gl_VertexID + uTime:
- Spiral galaxy (default): log-spiral arms, rotation curve
speed ≈ k / (r + ε), thin disk. - Attractor / flow: curl or a strange-attractor step baked as a closed-form function of time.
- Explosion / reform: interpolate between a seeded start and a target shape on a looping clock.
Step 2 — Build index.html
- One file, zero external requests. Bind a VAO even with no attributes (some drivers require it).
- Point size in the vertex shader (
gl_PointSize), clamped and DPR-aware; soft round sprites viagl_PointCoord+ a gaussian falloff in the fragment shader. - Additive blending on a dark clear color; premultiply the fragment color so
blendFunc(ONE, ONE)reads as glow, not double-exposure. - Compile shaders with error logging (
getShaderInfoLog/getProgramInfoLog) so a typo fails loudly.
Step 3 — Overlay + brand
- Map the accent colors to the active DESIGN.md when one is present; otherwise a restrained dark palette with one vivid accent (the reference uses lime
#63fe13for the arms and a white-blue core). - Headline ≤ 15ch plus one supporting line. Never bury the particles behind the text.
Step 4 — Self-review (P0)
- Renders continuously at ~60fps; the FPS badge updates.
- Tens of thousands of points in a single draw call (no per-particle CPU loop).
- No WebGL console errors; program links cleanly.
- Resizes crisply on window resize (no stretching / blur).
- Degrades to a message (not a blank page) if
webgl2is unavailable.