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background-grid-webgl — Claude Code skill: WebGL background grid

A skill that tells your coding agent how to build a perspective WebGL grid background with fading lines, particle haze and slow forward drift.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill background-grid-webgl -a claude-code
Open on GitHub

What background-grid-webgl does

The skill covers one layer only: the immersive background grid. A perspective camera sits above the ground plane and looks toward the origin, so the lines recede to the horizon. Line opacity falls off with distance and the far field dissolves into the dark.

Implementation guidance points at Three.js or another real WebGL renderer. The grid is a large plane, animated with slow forward drift or positional cycling. Mouse parallax is there but damped and calm. Tuning knobs are spelled out: plane size and division count, opacity falloff, drift and particle speed, camera height, distance, tilt and parallax strength, plus color. The design's accent color is meant to stay a restrained highlight on glow and particles.

Scope is deliberately narrow — not page layout, not copy, not unrelated particle or laser systems. Bright synthwave neon and thick high-contrast linework are called out as things to avoid, because they fight foreground content. Worth checking before you install: if your background needs to read as part of the interface rather than a separate showpiece, this is the wrong tool.

What it helps with

  • build a perspective grid that recedes into the horizon
  • fade grid lines out with distance
  • keep the background alive with slow forward drift
  • tie camera parallax to mouse movement without jitter
  • tune grid density and glow strength

Example prompts for the agent

  • Build a perspective WebGL grid background with lines fading toward the horizon
  • Add a sparse particle haze and slow forward drift to the grid
  • Wire up mouse parallax on the camera but keep the motion damped

How to install background-grid-webgl

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill background-grid-webgl -a claude-code

2Manually: put the files in place

~/.claude/skills/background-grid-webgl/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/background-grid-webgl/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about background-grid-webgl

How do I install background-grid-webgl in Claude?

Run npx skills add MengTo/Skills --skill background-grid-webgl -a claude-code. The skill lands at ~/.claude/skills/background-grid-webgl/SKILL.md.

What does background-grid-webgl do?

It describes a background layer with a perspective WebGL grid: thin lines, distance-based fade, a sparse particle field, slow forward drift and gentle mouse parallax.

What is the effect built on?

The skill calls for Three.js or equivalent real WebGL rendering, a perspective camera above the plane, and line opacity that fades by distance.

Source text

SKILL.md · MIT
---
name: background-grid-webgl
description: "Create a perspective WebGL background grid with fading lines, subtle particle haze, slow forward drift, and gentle camera parallax."
---

# Background Grid WebGL Skill

## Use When
- Create a perspective WebGL background grid with fading lines, subtle particle haze, slow forward drift, and gentle camera parallax.

## Workflow

## Scope
- Apply this only to the immersive background grid layer, not to the full page layout, copy, or unrelated particle or laser systems.
- Use it when the design needs a perspective tech grid receding into space with subtle motion and depth.

## Visual target
- Create a large perspective ground-plane grid viewed from an elevated camera angle so the lines recede toward the horizon.
- Keep the grid understated and atmospheric: thin lines, soft fade with distance, dark background, and restrained glow rather than a loud retro neon floor.
- Add a light field of floating particles or dust to give the scene depth without overpowering the grid.
- Use the design's primary color or strongest accent color sparingly for glow, particles, or secondary emphasis. If the design is neutral, a white or cool gray grid is acceptable.

## Implementation guidance
- Prefer Three.js or equivalent real WebGL rendering for this effect.
- Use a perspective camera positioned above the plane and looking toward the origin to emphasize depth.
- Build the grid as a large plane helper or custom grid with line opacity fading by distance so the far field dissolves smoothly.
- Animate the grid with slow forward drift or repeated positional cycling so it feels alive without becoming distracting.
- Add subtle mouse-responsive camera parallax or offset, but keep the movement calm and damped.
- Add a sparse additive particle field with low opacity and slow motion to soften the empty space around the grid.

## Tuning knobs
- Grid density: control plane size, division count, and line spacing.
- Fade: adjust opacity falloff so the grid recedes naturally into darkness.
- Motion: tune forward drift speed, particle float speed, and camera smoothing.
- Camera: adjust height, distance, tilt, and parallax strength to control perspective drama.
- Color: keep the base grid subtle and use the active design accent only as a restrained highlight.

## Avoid
- Bright synthwave neon grids unless the design explicitly calls for that style.
- Thick linework or high-contrast grids that compete with foreground content.
- Dense particles or fog that obscure the grid structure.
- Aggressive mouse tracking or fast grid motion that makes the background feel unstable.

© MengTo · MIT · MengTo/Skills

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