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Webgl

  • 518 installs
  • 45 repo stars
  • Updated December 6, 2025
  • martinholovsky/claude-skills-generator

webgl is a Claude skill at version 1.0.0 that guides secure WebGL 2.0 shader development, GPU resource limits, and holographic HUD effects with Vitest tests for browser-based 3D interfaces.

About

webgl is a martinholovsky/claude-skills-generator skill at version 1.0.0 rated MEDIUM risk for GPU-accelerated JARVIS HUD effects. It covers WebGL 2.0 support from Chrome 56+, Firefox 51+, Safari 15+, and Edge 79+, safe shader compilation, context-loss recovery, holographic fragment shaders, particle instancing, and a WebGLResourceManager enforcing a 256MB texture memory cap with draw-call and triangle budgets. Vitest tests in tests/webgl/ validate shader compilation and context loss, with references/ holding advanced patterns and security examples. Developers reach for webgl when building custom GLSL post-processing, real-time data visualization, or secure fallback paths instead of unbounded GPU allocation in AI assistant interfaces.

  • TDD-first workflow: write tests before any shader implementation
  • 8 core GPU safety and performance principles including timeout mechanisms, resource limits, and fallback strategies
  • Specialized for JARVIS 3D HUD holographic effects, post-processing (bloom, glitch), particle systems, and compute shader
  • Split-file organization with references/ folder containing advanced patterns and security examples
  • Context loss handling, shader validation, memory tracking, and strict performance budgets

Webgl by the numbers

  • 518 all-time installs (skills.sh)
  • +12 installs in the week ending Aug 2, 2026 (Skillselion tracking)
  • Ranked #616 of 2,245 Frontend Development skills by installs in the Skillselion catalog
  • Data as of Aug 2, 2026 (Skillselion catalog sync)
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Listed on Skillselion
Installs518
repo stars45
Last updatedDecember 6, 2025
Repositorymartinholovsky/claude-skills-generator

How do you build secure WebGL 2.0 shaders?

Generate secure, high-performance WebGL shaders and GPU effects for 3D holographic interfaces and real-time data visualizations inside AI assistants.

Who is it for?

Frontend engineers building WebGL 2.0 HUDs or data visualizations who need shader validation, GPU memory caps, and Vitest coverage.

Skip if: Teams using only CSS animations, native mobile GPU frameworks, or projects without browser canvas rendering requirements.

When should I use this skill?

Implementing WebGL shaders, holographic effects, particle systems, or GPU resource limits with context-loss handling in browser UIs.

What you get

GLSL shader programs, WebGLResourceManager limits, Vitest shader tests, and context-loss recovery handlers for canvas rendering.

  • GLSL shader files
  • WebGLResourceManager utilities
  • Vitest WebGL test suites

By the numbers

  • Skill version 1.0.0 with MEDIUM risk level rating
  • Sets 256MB max texture memory and 100 max draw calls
  • Documents WebGL 2.0 browser support from Chrome 56+ and Firefox 51+

Files

SKILL.mdMarkdownGitHub ↗

WebGL Development Skill

File Organization: This skill uses split structure. See references/ for advanced patterns and security examples.

1. Overview

This skill provides WebGL expertise for creating custom shaders and visual effects in the JARVIS AI Assistant HUD. It focuses on GPU-accelerated rendering with security considerations.

Risk Level: MEDIUM - Direct GPU access, potential for resource exhaustion, driver vulnerabilities

Primary Use Cases:

  • Custom shaders for holographic effects
  • Post-processing effects (bloom, glitch)
  • Particle systems with compute shaders
  • Real-time data visualization

2. Core Responsibilities

2.1 Fundamental Principles

1. TDD First: Write tests before implementation - test shaders, contexts, and resources 2. Performance Aware: Optimize GPU usage - batch draws, reuse buffers, compress textures 3. GPU Safety: Implement timeout mechanisms and resource limits 4. Shader Validation: Validate all shader inputs before compilation 5. Context Management: Handle context loss gracefully 6. Performance Budgets: Set strict limits on draw calls and triangles 7. Fallback Strategy: Provide non-WebGL fallbacks 8. Memory Management: Track and limit texture/buffer usage

3. Technology Stack & Versions

3.1 Browser Support

BrowserWebGL 2.0Notes
Chrome56+Full support
Firefox51+Full support
Safari15+WebGL 2.0 support
Edge79+Chromium-based

3.2 Security Considerations

// Check WebGL support and capabilities
function getWebGLContext(canvas: HTMLCanvasElement): WebGL2RenderingContext | null {
  const gl = canvas.getContext('webgl2', {
    alpha: true,
    antialias: true,
    powerPreference: 'high-performance',
    failIfMajorPerformanceCaveat: true  // Fail if software rendering
  })

  if (!gl) {
    console.warn('WebGL 2.0 not supported')
    return null
  }

  return gl
}

4. Implementation Patterns

4.1 Safe Shader Compilation

// utils/shaderUtils.ts

// ✅ Safe shader compilation with error handling
export function compileShader(
  gl: WebGL2RenderingContext,
  source: string,
  type: number
): WebGLShader | null {
  const shader = gl.createShader(type)
  if (!shader) return null

  gl.shaderSource(shader, source)
  gl.compileShader(shader)

  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    const error = gl.getShaderInfoLog(shader)
    console.error('Shader compilation error:', error)
    gl.deleteShader(shader)
    return null
  }

  return shader
}

// ✅ Safe program linking
export function createProgram(
  gl: WebGL2RenderingContext,
  vertexShader: WebGLShader,
  fragmentShader: WebGLShader
): WebGLProgram | null {
  const program = gl.createProgram()
  if (!program) return null

  gl.attachShader(program, vertexShader)
  gl.attachShader(program, fragmentShader)
  gl.linkProgram(program)

  if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
    const error = gl.getProgramInfoLog(program)
    console.error('Program linking error:', error)
    gl.deleteProgram(program)
    return null
  }

  return program
}

4.2 Context Loss Handling

// composables/useWebGL.ts
export function useWebGL(canvas: Ref<HTMLCanvasElement | null>) {
  const gl = ref<WebGL2RenderingContext | null>(null)
  const contextLost = ref(false)

  onMounted(() => {
    if (!canvas.value) return

    // ✅ Handle context loss
    canvas.value.addEventListener('webglcontextlost', (e) => {
      e.preventDefault()
      contextLost.value = true
      console.warn('WebGL context lost')
    })

    canvas.value.addEventListener('webglcontextrestored', () => {
      contextLost.value = false
      initializeGL()
      console.info('WebGL context restored')
    })

    initializeGL()
  })

  function initializeGL() {
    gl.value = getWebGLContext(canvas.value!)
    // Reinitialize all resources
  }

  return { gl, contextLost }
}

4.3 Holographic Shader

// shaders/holographic.frag
#version 300 es
precision highp float;

uniform float uTime;
uniform vec3 uColor;
uniform float uScanlineIntensity;

in vec2 vUv;
out vec4 fragColor;

void main() {
  // Scanline effect
  float scanline = sin(vUv.y * 200.0 + uTime * 2.0) * 0.5 + 0.5;
  scanline = mix(1.0, scanline, uScanlineIntensity);

  // Edge glow
  float edge = smoothstep(0.0, 0.1, vUv.x) *
               smoothstep(1.0, 0.9, vUv.x) *
               smoothstep(0.0, 0.1, vUv.y) *
               smoothstep(1.0, 0.9, vUv.y);

  vec3 color = uColor * scanline * edge;
  float alpha = edge * 0.8;

  fragColor = vec4(color, alpha);
}

4.4 Resource Management

// utils/resourceManager.ts
export class WebGLResourceManager {
  private textures: Set<WebGLTexture> = new Set()
  private buffers: Set<WebGLBuffer> = new Set()
  private programs: Set<WebGLProgram> = new Set()

  private textureMemory = 0
  private readonly MAX_TEXTURE_MEMORY = 256 * 1024 * 1024  // 256MB

  constructor(private gl: WebGL2RenderingContext) {}

  createTexture(width: number, height: number): WebGLTexture | null {
    const size = width * height * 4  // RGBA

    // ✅ Enforce memory limits
    if (this.textureMemory + size > this.MAX_TEXTURE_MEMORY) {
      console.error('Texture memory limit exceeded')
      return null
    }

    const texture = this.gl.createTexture()
    if (texture) {
      this.textures.add(texture)
      this.textureMemory += size
    }
    return texture
  }

  dispose(): void {
    this.textures.forEach(t => this.gl.deleteTexture(t))
    this.buffers.forEach(b => this.gl.deleteBuffer(b))
    this.programs.forEach(p => this.gl.deleteProgram(p))
    this.textureMemory = 0
  }
}

4.5 Uniform Validation

// ✅ Type-safe uniform setting
export function setUniforms(
  gl: WebGL2RenderingContext,
  program: WebGLProgram,
  uniforms: Record<string, number | number[] | Float32Array>
): void {
  for (const [name, value] of Object.entries(uniforms)) {
    const location = gl.getUniformLocation(program, name)
    if (!location) {
      console.warn(`Uniform '${name}' not found`)
      continue
    }

    if (typeof value === 'number') {
      gl.uniform1f(location, value)
    } else if (Array.isArray(value)) {
      switch (value.length) {
        case 2: gl.uniform2fv(location, value); break
        case 3: gl.uniform3fv(location, value); break
        case 4: gl.uniform4fv(location, value); break
        case 16: gl.uniformMatrix4fv(location, false, value); break
      }
    }
  }
}

5. Implementation Workflow (TDD)

5.1 Step-by-Step Process

1. Write failing test -> 2. Implement minimum -> 3. Refactor -> 4. Verify

// Step 1: tests/webgl/shaderCompilation.test.ts
import { describe, it, expect, beforeEach } from 'vitest'
import { compileShader } from '@/utils/shaderUtils'

describe('WebGL Shader Compilation', () => {
  let gl: WebGL2RenderingContext

  beforeEach(() => {
    gl = document.createElement('canvas').getContext('webgl2')!
  })

  it('should compile valid shader', () => {
    const source = `#version 300 es
      in vec4 aPosition;
      void main() { gl_Position = aPosition; }`
    expect(compileShader(gl, source, gl.VERTEX_SHADER)).not.toBeNull()
  })

  it('should return null for invalid shader', () => {
    expect(compileShader(gl, 'invalid', gl.FRAGMENT_SHADER)).toBeNull()
  })
})

// Step 2-3: Implement and refactor (see section 4.1)
// Step 4: npm test && npm run typecheck && npm run build

5.2 Testing Context and Resources

describe('WebGL Context', () => {
  it('should handle context loss', async () => {
    const { gl, contextLost } = useWebGL(ref(canvas))
    gl.value?.getExtension('WEBGL_lose_context')?.loseContext()
    await nextTick()
    expect(contextLost.value).toBe(true)
  })
})

describe('Resource Manager', () => {
  it('should enforce memory limits', () => {
    const manager = new WebGLResourceManager(gl)
    expect(manager.createTexture(1024, 1024)).not.toBeNull()
    expect(manager.createTexture(16384, 16384)).toBeNull() // Exceeds limit
  })
})

6. Performance Patterns

6.1 Buffer Reuse

// Bad - Creates new buffer every frame
const buffer = gl.createBuffer()
gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW)
gl.deleteBuffer(buffer)

// Good - Reuse buffer, update only data
gl.bufferSubData(gl.ARRAY_BUFFER, 0, data)  // Update existing buffer

6.2 Draw Call Batching

// Bad - One draw call per object
objects.forEach(obj => {
  gl.useProgram(obj.program)
  gl.drawElements(...)
})

// Good - Batch by material/shader
const batches = groupByMaterial(objects)
batches.forEach(batch => {
  gl.useProgram(batch.program)
  batch.objects.forEach(obj => gl.drawElements(...))
})

6.3 Texture Compression

// Bad - Always uncompressed RGBA
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image)

// Good - Use compressed formats when available
const ext = gl.getExtension('WEBGL_compressed_texture_s3tc')
if (ext) gl.compressedTexImage2D(gl.TEXTURE_2D, 0, ext.COMPRESSED_RGBA_S3TC_DXT5_EXT, ...)

6.4 Instanced Rendering

// Bad - Individual draw calls for particles
particles.forEach(p => {
  gl.uniform3fv(uPosition, p.position)
  gl.drawArrays(gl.TRIANGLES, 0, 6)
})

// Good - Single instanced draw call
gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, particles.length)

6.5 VAO Usage

// Bad - Rebind attributes every frame
gl.enableVertexAttribArray(0)
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0)

// Good - Use VAO to store attribute state
const vao = gl.createVertexArray()
gl.bindVertexArray(vao)
// Set up once, then just bind VAO for rendering

7. Security Standards

7.1 Known Vulnerabilities

CVESeverityDescriptionMitigation
CVE-2024-11691HIGHApple M series memory corruptionUpdate browser, OS patches
CVE-2023-1531HIGHChrome use-after-freeUpdate Chrome

7.2 OWASP Top 10 Coverage

OWASP CategoryRiskMitigation
A06 Vulnerable ComponentsHIGHKeep browsers updated
A10 SSRFLOWContext isolation by browser

7.3 GPU Resource Protection

// ✅ Implement resource limits
const LIMITS = {
  maxDrawCalls: 100,
  maxTriangles: 1_000_000,
  maxTextures: 32,
  maxTextureSize: 4096
}

function checkLimits(stats: RenderStats): boolean {
  if (stats.drawCalls > LIMITS.maxDrawCalls) {
    console.error('Draw call limit exceeded')
    return false
  }
  if (stats.triangles > LIMITS.maxTriangles) {
    console.error('Triangle limit exceeded')
    return false
  }
  return true
}

8. Common Mistakes & Anti-Patterns

8.1 Critical Security Anti-Patterns

Never: Skip Context Loss Handling
// ❌ DANGEROUS - App crashes on context loss
const gl = canvas.getContext('webgl2')
// No context loss handler!

// ✅ SECURE - Handle gracefully
canvas.addEventListener('webglcontextlost', handleLoss)
canvas.addEventListener('webglcontextrestored', handleRestore)
Never: Unlimited Resource Allocation
// ❌ DANGEROUS - GPU memory exhaustion
for (let i = 0; i < userCount; i++) {
  textures.push(gl.createTexture())
}

// ✅ SECURE - Enforce limits
if (textureCount < MAX_TEXTURES) {
  textures.push(gl.createTexture())
}

8.2 Performance Anti-Patterns

Avoid: Excessive State Changes
// ❌ BAD - Unbatched draw calls
objects.forEach(obj => {
  gl.useProgram(obj.program)
  gl.bindTexture(gl.TEXTURE_2D, obj.texture)
  gl.drawElements(...)
})

// ✅ GOOD - Batch by material
batches.forEach(batch => {
  gl.useProgram(batch.program)
  gl.bindTexture(gl.TEXTURE_2D, batch.texture)
  batch.objects.forEach(obj => gl.drawElements(...))
})

9. Pre-Implementation Checklist

Phase 1: Before Writing Code

  • [ ] Write failing tests for shaders, context, and resources
  • [ ] Define performance budgets (draw calls <100, memory <256MB)
  • [ ] Identify required WebGL extensions

Phase 2: During Implementation

  • [ ] Context loss handling with recovery
  • [ ] Resource limits and memory tracking
  • [ ] Shader validation before compilation
  • [ ] Use VAOs, batch draws, reuse buffers
  • [ ] Instanced rendering for particles

Phase 3: Before Committing

  • [ ] Tests pass: npm test -- --run tests/webgl/
  • [ ] Type check: npm run typecheck
  • [ ] Build: npm run build
  • [ ] Performance verified (draws, memory)
  • [ ] Fallback for no WebGL tested

10. Summary

WebGL provides GPU-accelerated graphics for JARVIS HUD. Key principles: handle context loss, enforce resource limits, validate shaders, track memory, batch draw calls, minimize state changes.

Remember: WebGL bypasses browser sandboxing - always protect against resource exhaustion. References: references/advanced-patterns.md, references/security-examples.md

Related skills

How it compares

Use webgl for secure WebGL 2.0 shader and GPU budget patterns rather than CSS-only animation or Three.js scene scaffolding skills.

FAQ

What WebGL version does the webgl skill target?

The webgl skill targets WebGL 2.0 with documented browser minimums: Chrome 56+, Firefox 51+, Safari 15+, and Edge 79+. It recommends failIfMajorPerformanceCaveat to avoid software rendering fallbacks.

What GPU limits does webgl enforce?

The webgl skill enforces a 256MB texture memory cap via WebGLResourceManager and performance budgets such as 100 max draw calls and 1,000,000 max triangles, with context-loss event handlers for recovery.

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