AGENT SKILL

webgl-neon-grid

A real-time synthwave scene — a perspective floor grid scrolling toward a banded retro sun under a neon starfield, all from one fragment shader. No textures. Rendered as a single self-contained `index.html`. Use when the brief asks for "synthwave", "outrun", "retro 80s", "neon grid", "perspective grid", "vaporwave", or a retro-futuristic hero. Open Design serves this in powered-preview mode so the GPU stack actually runs.

License 许可
MIT
最近更新
2026-11-10
Stars
★ 1
Forks
0

01 前言 Front Matter

od
{ "mode": "prototype", "craft": { "requires": [ "animation-discipline" ] }, "preview": { "type": "html", "entry": "index.html", "reload": "debounce-100" }, "platform": "web", "scenario": "design", "design_system": { "requires": false, "sections": [ "color", "typography" ] } }
name
webgl-neon-grid
triggers
[ "synthwave", "outrun", "retro 80s", "neon grid", "perspective grid", "vaporwave", "retrowave", "赛博", "蒸汽波" ]
description
A real-time synthwave scene — a perspective floor grid scrolling toward a banded retro sun under a neon starfield, all from one fragment shader. No textures. Rendered as a single self-contained `index.html`. Use when the brief asks for "synthwave", "outrun", "retro 80s", "neon grid", "perspective grid", "vaporwave", or a retro-futuristic hero. Open Design serves this in powered-preview mode so the GPU stack actually runs.

02 资源文件 2

03 SKILL.md 正文

Neon Grid Skill

Produce a single self-contained index.html that renders a real-time synthwave scene full-screen — a perspective floor grid, a banded retro sun, and a starfield — with a clean typographic overlay on top.

Why this is a powered artifact

Open Design 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-neon-grid/
├── SKILL.md      ← you're reading this
└── example.html  ← a working synthwave grid + sun shader (READ FIRST)

Workflow

Step 0 — Read the reference

Read example.html end to end. Note the shape: a horizon split; above the horizon a sky gradient, a circular sun cut by horizontal scanline bands, and hashed stars; below the horizon a perspective floor grid (z = k / depth, x = uv.x * z) that scrolls with time, its lines thinning and fading with distance. Everything is analytic — no raymarch needed.

Step 1 — Choose the palette

Synthwave lives on its gradient:

  • Outrun (default): magenta→indigo sky, orange→pink banded sun, cyan/magenta grid.
  • Vaporwave: pastel teal + pink, softer sun, wider grid spacing.
  • Terminal: near-monochrome green grid on black for a colder, hacker read.

Step 2 — Build index.html

  • One file, zero external requests. Fullscreen triangle + fragment shader.
  • Project the floor with a simple perspective divide; derive grid lines from abs(fract(gv) - 0.5) and a distance-scaled line width so far lines don't alias.
  • Fade the grid into a horizon haze and add a hot horizon band; band the sun with sin(y * f) cuts on its lower half.
  • 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 the outrun palette above, with the kicker in lime #63fe13.
  • Headline ≤ 12ch plus one supporting line. Keep the horizon and sun as the hero.

Step 4 — Self-review (P0)

  • [ ] Renders continuously at ~60fps; the FPS badge updates.
  • [ ] Grid reads as receding perspective and scrolls smoothly toward the horizon.
  • [ ] Sun bands and horizon glow are visible; far grid lines fade without aliasing.
  • [ ] Resizes crisply on window resize (no stretching / blur).
  • [ ] Degrades to a message (not a blank page) if webgl2 is unavailable.

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