> 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.

fetch
$curl "https://skillshub.wtf/TerminalSkills/skills/webgl?format=md"
SKILL.mdwebgl

WebGL

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

Initializing a WebGL Context

// 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

// 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

// 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);
}
// 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

// 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

// 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);
}

> related_skills --same-repo

> zustand

You are an expert in Zustand, the small, fast, and scalable state management library for React. You help developers manage global state without boilerplate using Zustand's hook-based stores, selectors for performance, middleware (persist, devtools, immer), computed values, and async actions — replacing Redux complexity with a simple, un-opinionated API in under 1KB.

> zoho

Integrate and automate Zoho products. Use when a user asks to work with Zoho CRM, Zoho Books, Zoho Desk, Zoho Projects, Zoho Mail, or Zoho Creator, build custom integrations via Zoho APIs, automate workflows with Deluge scripting, sync data between Zoho apps and external systems, manage leads and deals, automate invoicing, build custom Zoho Creator apps, set up webhooks, or manage Zoho organization settings. Covers Zoho CRM, Books, Desk, Projects, Creator, and cross-product integrations.

> zod

You are an expert in Zod, the TypeScript-first schema declaration and validation library. You help developers define schemas that validate data at runtime AND infer TypeScript types at compile time — eliminating the need to write types and validators separately. Used for API input validation, form validation, environment variables, config files, and any data boundary.

> zipkin

Deploy and configure Zipkin for distributed tracing and request flow visualization. Use when a user needs to set up trace collection, instrument Java/Spring or other services with Zipkin, analyze service dependencies, or configure storage backends for trace data.

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first seenMar 17, 2026
└────────────

┌ repo

TerminalSkills/skills
by TerminalSkills
└────────────

┌ tags

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