Raymarched Hero Skill
Produce a single self-contained index.html that renders a real-time 3D scene entirely in a fragment shader via sphere tracing, full-screen, with a clean typographic overlay on top.
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-raymarched-hero/
├── SKILL.md ← you're reading this
└── example.html ← a working SDF metaball raymarcher (READ FIRST)
Workflow
Step 0 — Read the reference
Read example.html end to end. Note the shape: one fullscreen triangle; a map(p) signed-distance function that smooth-unions (smin) several moving spheres; normals by finite differences; a softShadow march; and a camera built from ro/ta with a slow orbit. Shading = diffuse × soft shadow + fresnel rim + a tight specular.
Step 1 — Choose the SDF
Keep the marcher cheap so it holds 60fps:
- Metaballs (default): a few spheres blended with
smin— organic, always readable. - Rounded primitives: box/torus/capsule SDFs with domain repetition for a structured hero.
- Displaced surface: a sphere plus a low-amplitude noise displacement for a molten look.
Step 2 — Build index.html
- One file, zero external requests. Fullscreen triangle + fragment raymarch.
- Bound the march: cap iterations (~90), early-out on hit (
d < 0.001) and on far distance; clamp DPR to ~1.5 — raymarching is per-pixel heavy. - Light it: diffuse, a soft/penumbra shadow, a fresnel rim (
pow(1 - dot(n,-rd), 3)), and one specular lobe. Gentle gamma at the end. - Compile shaders with error logging so a typo fails loudly, not silently black.
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 tints the surface toward lime
#63fe13and rims it in teal). - Headline ≤ 13ch plus one supporting line. Keep the 3D form as the hero.
Step 4 — Self-review (P0)
- Renders continuously at ~60fps; the FPS badge updates.
- Surface has real depth cues: shadow, rim, and a moving specular.
- No banding artifacts at the silhouette; normals are stable.
- Resizes crisply on window resize (no stretching / blur).
- Degrades to a message (not a blank page) if
webgl2is unavailable.