--- name: webgl-liquid-metal description: | A real-time liquid-metal shader — a domain-warped noise field shaded as molten chrome, with a sweeping specular highlight over an iridescent thin-film (cosine-palette) sheen. No textures. Rendered as a single self-contained `index.html`. Use when the brief asks for "liquid metal", "molten chrome", "iridescent", "holographic", "metallic", "thin-film", or a reflective flowing surface. OpenDesign serves this in powered-preview mode so the GPU stack actually runs. triggers: - "liquid metal" - "molten chrome" - "iridescent" - "holographic" - "metallic" - "thin film" - "chrome" - "液态金属" - "镭射" od: mode: prototype platform: web scenario: design preview: type: html entry: index.html reload: debounce-100 design_system: requires: false sections: [color, typography] craft: requires: [animation-discipline] --- # Liquid Metal Skill Produce a single self-contained `index.html` that renders a real-time metallic surface full-screen — molten chrome with an iridescent sheen — 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-liquid-metal/ ├── SKILL.md ← you're reading this └── example.html ← a working domain-warped chrome shader (READ FIRST) ``` ## Workflow ### Step 0 — Read the reference Read `example.html` end to end. Note the shape: a domain-warped `fbm` **height field**; a surface normal reconstructed from that field's gradient (finite differences); metallic shading = diffuse chrome ramp + a sharp specular (`pow(dot(n,h), 80)`) + a fresnel term; and an **iridescent cosine palette** (`0.5 + 0.5*cos(2π(x + phase))`) driven by height and fresnel for the thin-film sheen. ### Step 1 — Choose the surface - **Molten chrome** (default): domain-warped fbm height, hard specular, cool grey base. - **Holographic foil**: crank the iridescence, widen the palette phase spread, soften the specular. - **Oil slick**: darker base, thinner high-frequency warp, stronger fresnel bands. ### Step 2 — Build `index.html` - One file, zero external requests. Fullscreen triangle + fragment shader. - Reconstruct the normal from small height offsets (`e ≈ 0.0016`); a sharp specular exponent (≥ 60) is what reads as "metal". - Keep the iridescence tasteful — tie it to fresnel/height so it appears at grazing angles, not everywhere. - 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 metallic palette. The reference tints the hottest specular toward lime `#63fe13` as the brand accent. - Headline ≤ 13ch plus one supporting line. Keep the metal as the hero. ### Step 4 — Self-review (P0) - [ ] Renders continuously at ~60fps; the FPS badge updates. - [ ] Reads unmistakably as metal: a sharp, moving specular highlight. - [ ] Iridescence is present but restrained (grazing angles), not a rainbow wash. - [ ] Resizes crisply on window resize (no stretching / blur). - [ ] Degrades to a message (not a blank page) if `webgl2` is unavailable.