Terminal.skills
Skills/webgl
>

webgl

Render 3D graphics in the browser with WebGL — set up rendering pipelines, write vertex and fragment shaders in GLSL, manage buffers and textures, handle camera transformations, and build interactive 3D scenes. Use when tasks involve 3D visualization, GPU-accelerated rendering, custom shaders, or building graphics-intensive web applications.

#webgl#3d#shaders#glsl#gpu#graphics
terminal-skillsv1.0.0
Works with:claude-codeopenai-codexgemini-clicursor
Source

Usage

$
✓ Installed webgl v1.0.0

Getting Started

  1. Install the skill using the command above
  2. Open your AI coding agent (Claude Code, Codex, Gemini CLI, or Cursor)
  3. Reference the skill in your prompt
  4. The AI will use the skill's capabilities automatically

Example Prompts

  • "Create a responsive landing page layout following our brand guidelines"
  • "Review this component for accessibility issues and suggest fixes"

Documentation

Low-level 3D graphics API for the browser. Direct GPU access through shaders, buffers, and textures.

Initializing a WebGL Context

typescript
// src/webgl/init.ts — Get a WebGL2 rendering context and configure it.
// Falls back to WebGL1 if WebGL2 is unavailable.
export function initWebGL(canvas: HTMLCanvasElement): WebGL2RenderingContext {
  const gl = canvas.getContext("webgl2");
  if (!gl) throw new Error("WebGL2 not supported");

  gl.viewport(0, 0, canvas.width, canvas.height);
  gl.clearColor(0.0, 0.0, 0.0, 1.0);
  gl.enable(gl.DEPTH_TEST);
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

  return gl;
}

Compiling Shaders

typescript
// src/webgl/shaders.ts — Compile vertex and fragment shaders, link into a program.
// Shaders run on the GPU and control how vertices and pixels are processed.
export function createShaderProgram(
  gl: WebGL2RenderingContext,
  vertexSrc: string,
  fragmentSrc: string
): WebGLProgram {
  const vertexShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);
  const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);

  const program = gl.createProgram()!;
  gl.attachShader(program, vertexShader);
  gl.attachShader(program, fragmentShader);
  gl.linkProgram(program);

  if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
    throw new Error(`Link error: ${gl.getProgramInfoLog(program)}`);
  }

  return program;
}

function compileShader(
  gl: WebGL2RenderingContext,
  type: number,
  source: string
): WebGLShader {
  const shader = gl.createShader(type)!;
  gl.shaderSource(shader, source);
  gl.compileShader(shader);

  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    const info = gl.getShaderInfoLog(shader);
    gl.deleteShader(shader);
    throw new Error(`Shader compile error: ${info}`);
  }
  return shader;
}

GLSL Shaders

glsl
// shaders/vertex.glsl — Transform vertex positions and pass data to fragment shader.
#version 300 es
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;

uniform mat4 uModelView;
uniform mat4 uProjection;

out vec3 vNormal;
out vec2 vTexCoord;

void main() {
  vNormal = mat3(uModelView) * aNormal;
  vTexCoord = aTexCoord;
  gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
}
glsl
// shaders/fragment.glsl — Calculate pixel color using lighting and texture.
#version 300 es
precision highp float;

in vec3 vNormal;
in vec2 vTexCoord;

uniform sampler2D uTexture;
uniform vec3 uLightDir;

out vec4 fragColor;

void main() {
  vec3 normal = normalize(vNormal);
  float diffuse = max(dot(normal, normalize(uLightDir)), 0.0);
  vec4 texColor = texture(uTexture, vTexCoord);
  fragColor = vec4(texColor.rgb * (0.3 + 0.7 * diffuse), texColor.a);
}

Buffers and VAOs

typescript
// src/webgl/geometry.ts — Create vertex buffer objects and vertex array objects
// to upload geometry data to the GPU.
export function createTriangle(gl: WebGL2RenderingContext) {
  const vertices = new Float32Array([
    // x,    y,    z
     0.0,  0.5,  0.0,
    -0.5, -0.5,  0.0,
     0.5, -0.5,  0.0,
  ]);

  const vao = gl.createVertexArray()!;
  gl.bindVertexArray(vao);

  const vbo = gl.createBuffer()!;
  gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
  gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

  gl.enableVertexAttribArray(0);
  gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

  gl.bindVertexArray(null);
  return { vao, vertexCount: 3 };
}

Render Loop

typescript
// src/webgl/render.ts — Animation loop that clears the screen and draws geometry
// each frame, updating uniforms for animation.
export function startRenderLoop(
  gl: WebGL2RenderingContext,
  program: WebGLProgram,
  draw: (time: number) => void
) {
  gl.useProgram(program);

  function frame(time: number) {
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    draw(time);
    requestAnimationFrame(frame);
  }

  requestAnimationFrame(frame);
}

Information

Version
1.0.0
Author
terminal-skills
Category
Design
License
Apache-2.0