Use whenever the user is working with raw WebGL or GLSL — writing, debugging, optimizing, or asking about WebGL2 (or WebGL1) without a higher-level framework. Trigger on WebGLRenderingContext, WebGL2RenderingContext, getContext('webgl'|'webgl2'), vertex/fragment shaders, glFragColor, glPosition, vec2/vec3/vec4, uniform, attribute, varying, in/out in shader code, gl.createBuffer, gl.vertexAttribPointer, VBOs/VAOs/UBOs, FBOs/framebuffers, texImage2D, drawArrays/drawElements, instancing, GLSL noise/SDF/smoothstep patterns, "black canvas" debugging, getShaderInfoLog, shader compile errors, or any mention of WebGL pipeline mechanics. Load this even when the user doesn't say "WebGL" explicitly — if the code or question is about shaders, GPU rasterization, or the browser graphics pipeline beneath a framework, this is the right skill. For app-level 3D (Three.js scene graph, loaders, post-processing), defer to threejs-mastery instead.
Install with
Claude CodeCodexCursorGitHub CopilotGemini CLI
Supported by the Atlas install prompt. Skill-specific requirements vary.
Skill stats
Skills1CategoryEngineeringStars0
About this skill
Use whenever the user is working with raw WebGL or GLSL — writing, debugging, optimizing, or asking about WebGL2 (or WebGL1) without a higher-level framework. Trigger on WebGLRenderingContext, WebGL2RenderingContext, getContext('webgl'|'webgl2'), vertex/fragment shaders, glFragColor, glPosition, vec2/vec3/vec4, uniform, attribute, varying, in/out in shader code, gl.createBuffer, gl.vertexAttribPointer, VBOs/VAOs/UBOs, FBOs/framebuffers, texImage2D, drawArrays/drawElements, instancing, GLSL noise/SDF/smoothstep patterns, "black canvas" debugging, getShaderInfoLog, shader compile errors, or any mention of WebGL pipeline mechanics. Load this even when the user doesn't say "WebGL" explicitly — if the code or question is about shaders, GPU rasterization, or the browser graphics pipeline beneath a framework, this is the right skill. For app-level 3D (Three.js scene graph, loaders, post-processing), defer to threejs-mastery instead.
Quick start
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Use whenever the user is working with raw WebGL or GLSL — writing, debugging, optimizing, or asking about WebGL2 (or WebGL1) without a higher-level framework. Trigger on `WebGLRenderingContext`, `WebGL2RenderingContext`, `getContext('webgl'|'webgl2')`, vertex/fragment shaders, `gl_FragColor`, `gl_Position`, `vec2`/`vec3`/`vec4`, `uniform`, `attribute`, `varying`, `in`/`out` in shader code, `gl.createBuffer`, `gl.vertexAttribPointer`, VBOs/VAOs/UBOs, FBOs/framebuffers, `texImage2D`, `drawArrays`/`drawElements`, instancing, GLSL noise/SDF/smoothstep patterns, "black canvas" debugging, `getShaderInfoLog`, shader compile errors, or any mention of WebGL pipeline mechanics. Load this even when the user doesn't say "WebGL" explicitly — if the code or question is about shaders, GPU rasterization, or the browser graphics pipeline beneath a framework, this is the right skill. For app-level 3D (Three.js scene graph, loaders, post-processing), defer to `threejs-mastery` instead.
About this listing
Category
Engineering
Reported license
MIT
Listing language (estimated)
English
Review status
Not individually reviewed
Agent compatibility
Atlas installation supports Claude Code, Codex, and Cursor. Skill-specific dependencies and features are checked during setup.