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Found 70 Skills
Comprehensive guide for AntV L7 geospatial visualization library. Use when users need to: (1) Create interactive maps with WebGL rendering (2) Visualize geographic data (points, lines, polygons, heatmaps) (3) Build location-based data dashboards (4) Add map layers, interactions, or animations (5) Process and display GeoJSON, CSV, or other spatial data (6) Integrate maps with AMap (GaodeMap), Mapbox, Maplibre, or standalone L7 Map (7) Optimize performance for large-scale geographic datasets
Expert guide for WebGL API development including 3D graphics, shaders (GLSL), rendering pipeline, textures, buffers, performance optimization, and canvas rendering. Use when working with WebGL, 3D graphics, canvas rendering, shaders, GPU programming, or when user mentions WebGL, OpenGL ES, GLSL, vertex shaders, fragment shaders, texture mapping, or 3D web graphics.
Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
Scene-graph-driven 4-phase Three.js app builder: Design, Build, Animate, Polish. Use when user wants a 3D web app, interactive scene, WebGL visualization, or product viewer. Use for "create a threejs scene", "build 3D web app", "make a 3D animation", or "interactive 3D showcase". Do NOT use for full game engines, 3D model creation, VR/AR experiences, or CAD workflows.
This skill should be used when working with Shadertoy shaders, GLSL fragment shaders, or creating procedural graphics for the web. Use when writing .glsl files, implementing visual effects, creating generative art, or working with WebGL shader code. This skill provides GLSL ES syntax reference, common shader patterns, and Shadertoy-specific conventions.
Create Framer Code Components and Code Overrides. Use when building custom React components for Framer, writing Code Overrides (HOCs) to modify canvas elements, implementing property controls, working with Framer Motion animations, handling WebGL/shaders in Framer, or debugging Framer-specific issues like hydration errors and font handling.
Use this skill when creating and configuring a PixiJS v8 Application. Covers new Application() + async app.init() options (width, height, background, antialias, resolution, autoDensity, preference, resizeTo, autoStart, sharedTicker, canvas, useBackBuffer, powerPreference, eventFeatures, accessibilityOptions, gcActive, bezierSmoothness, webgl/webgpu/canvasOptions per-renderer overrides), app.stage/renderer/canvas/screen/domContainerRoot access, ResizePlugin, TickerPlugin, CullerPlugin (cullable, cullArea), custom ApplicationPlugin creation via ExtensionType.Application, start/stop lifecycle, and app.destroy() with releaseGlobalResources. Triggers on: Application, app.init, app.stage, app.renderer, app.canvas, app.screen, app.domContainerRoot, ApplicationOptions, ApplicationPlugin, ExtensionType.Application, resizeTo, preference, autoStart, sharedTicker, useBackBuffer, powerPreference, skipExtensionImports, preferWebGLVersion, preserveDrawingBuffer, cullable, CullerPlugin, app.start, app.stop, app.destroy, releaseGlobalResources.
Creates realistic ocean and water wave effects for web using SVG filters (feTurbulence, feDisplacementMap), CSS animations, and layering techniques. Use for ocean backgrounds, underwater distortion, beach scenes, ripple effects, liquid glass, and water-themed UI. Activate on "ocean wave", "water effect", "SVG water", "ripple animation", "underwater distortion", "liquid glass", "wave animation", "feTurbulence water", "beach waves", "sea foam". NOT for 3D ocean simulation (use WebGL/Three.js), video water effects (use video editing), physics-based fluid simulation (use canvas/WebGL), or simple gradient backgrounds without wave motion.
Expert knowledge for GPU shader development across GLSL, HLSL, ShaderLab, and compute shadersUse when "write shader, shader code, GLSL, HLSL, ShaderLab, vertex shader, fragment shader, pixel shader, compute shader, post-processing, visual effects, screen effect, bloom effect, outline shader, toon shader, water shader, dissolve effect, custom material, render texture, GPU compute, raymarching, SDF, signed distance field, shader, glsl, hlsl, shaderlab, gpu, graphics, rendering, visual-effects, post-processing, compute, webgl, vulkan, directx, metal, opengl" mentioned.
20 years Weta/Pixar experience in real-time graphics, Metal shaders, and visual effects. Expert in MSL shaders, PBR rendering, tile-based deferred rendering (TBDR), and GPU debugging. Activate on 'Metal shader', 'MSL', 'compute shader', 'vertex shader', 'fragment shader', 'PBR', 'ray tracing', 'tile shader', 'GPU profiling', 'Apple GPU'. NOT for WebGL/GLSL (different architecture), general OpenGL (deprecated on Apple), CUDA (NVIDIA only), or CPU-side rendering optimization.
Creates realistic cloud effects for web using SVG filters (feTurbulence, feDisplacementMap), CSS animations, and layering techniques. Use for atmospheric backgrounds, weather effects, skyboxes, parallax scenes, and decorative cloud elements. Activate on "cloud effect", "SVG clouds", "realistic clouds", "atmospheric background", "sky animation", "feTurbulence", "weather effects", "parallax clouds". NOT for 3D rendering (use WebGL/Three.js skills), photo manipulation (use image editing tools), weather data APIs (use data integration skills), or simple CSS gradients without volumetric effects.
TypeGPU is type-safe WebGPU in TypeScript. Use whenever the user writes, debugs, or designs TypeGPU code: 'use gpu' shader functions, tgpu.fn, buffers, textures, bind groups, compute and render pipelines, vertex layouts, slots, accessors, and any TypeGPU API. Shader logic and CPU-side resources are tightly coupled - handle both sides here even if the user only mentions one (e.g. "how do I write a shader", "how do I create a buffer"). Trigger on any mention of typegpu, tgpu, "use gpu", TypedGPU, or WebGPU code written using TypeGPU's schema API (d.*, tgpu.*, std.*). Do NOT trigger for raw WebGPU (using GPUDevice/GPURenderPipeline directly without tgpu), WGSL-only questions, Three.js, Babylon.js, or WebGL.