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webgl-landing-steering — Claude Code skill: how to install

Guides visual direction, Three.js architecture, and performance budgets for WebGL landing pages before writing front-end code.

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

What webgl-landing-steering does

The skill structures WebGL landing page planning by categorizing requirements into four lanes: subtle depth for B2B SaaS, data particles for developer tools, centered 3D models for products, or cinematic scenes for brand campaigns. It stops the agent from piling heavy postprocessing onto conversion-critical pages.

Inside are strict gates for performance and accessibility. The guidelines enforce a pixel ratio cap via Math.min(devicePixelRatio, 1.5-2), static poster fallbacks, prefers-reduced-motion handling, and memory cleanup during SPA route transitions. Heavy shaders can ruin mobile conversions, so the skill treats headline readability and CTA contrast as top priorities.

What it helps with

  • map conversion goals to an appropriate WebGL visual lane
  • enforce pixel ratio caps and mobile frame-time limits
  • set up fallback posters and reduced-motion states
  • dispose Three.js geometries and textures on SPA route changes

Example prompts for the agent

  • Plan a WebGL hero section for an enterprise analytics waitlist with high text readability
  • Select the Three.js pipeline and fallback behavior for a 3D product launch landing page
  • Audit our landing page 3D scene against performance and accessibility gates

How to install webgl-landing-steering

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill webgl-landing-steering -a claude-code

2Manually: put the files in place

~/.claude/skills/webgl-landing-steering/SKILL.md

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

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

Questions about webgl-landing-steering

How to install webgl-landing-steering in Claude Code?

Run npx skills add MengTo/Skills --skill webgl-landing-steering -a claude-code.

What does webgl-landing-steering do?

It directs the visual style, performance limits, and Three.js stack for interactive landing pages before code implementation begins.

Which quality gates does the skill enforce?

It checks headline readability within 3 seconds, sets a device pixel ratio cap, handles prefers-reduced-motion, and cleans up WebGL contexts during route changes.

Source text

SKILL.md · MIT
---
name: webgl-landing-steering
description: Use when creating or refining WebGL-heavy landing pages and you need to steer toward a specific visual outcome (premium, technical, playful, cinematic) while balancing conversion clarity, performance, and implementation complexity.
---

# WebGL Landing Steering Skill

## Use this skill to steer outcomes
Map landing-page goal to WebGL direction before writing code.

### 1) Define the page intent
Identify the primary conversion and brand signal:
- Premium / luxury / minimal confidence
- Technical / infrastructure / data authority
- Playful / consumer / social energy
- Cinematic / launch / storytelling impact

Also capture:
- Device mix (desktop-heavy vs mobile-heavy)
- Motion tolerance (`prefers-reduced-motion` policy)
- Production constraints (deadline, team skill, maintenance budget)

### 2) Choose the WebGL lane
Pick one dominant lane; avoid mixing 3-4 heavy effects in the hero.

#### Lane A: Subtle depth field (high conversion safety)
Use for: SaaS, productivity, B2B tools where readability wins.
- Visuals: soft gradient meshes, slow parallax planes, light bloom
- Motion: low amplitude, always secondary to copy
- Stack: Three.js plane shaders or lightweight shader canvas
- Rule: hero text contrast and CTA prominence first

#### Lane B: Data/particle intelligence (technical credibility)
Use for: AI, infra, analytics, developer products.
- Visuals: particle flows, node networks, vector fields, wireframes
- Motion: purposeful directional flow toward CTA area
- Stack: Three.js + custom shader/points, optionally GPGPU for dense fields
- Rule: communicate "system behavior," not random sparkles

#### Lane C: Object-centric 3D product moment (feature clarity)
Use for: hardware, apps with strong product visuals, launches.
- Visuals: central GLTF model, controlled camera orbit, material highlights
- Motion: interaction-driven or timeline-based reveal
- Stack: Three.js + GLTF/DRACO/KTX2 pipeline
- Rule: one hero object, short loop, fast first meaningful paint fallback

#### Lane D: Immersive cinematic scene (brand campaign)
Use for: campaign pages where wow factor is the main KPI.
- Visuals: volumetrics, heavy postprocessing, dense scene composition
- Motion: choreographed sequence with scroll chapters
- Stack: Three.js + postprocessing + optional GSAP ScrollTrigger
- Rule: provide a static/mobile fallback and strict performance gates

### 3) Steering matrix by landing page type
- Waitlist / pre-launch: Lane A or B. Keep copy legible and quick to load.
- Product feature page: Lane A or C. Demonstrate product truth, not abstract noise.
- Pricing / high-intent page: Mostly Lane A. Keep WebGL decorative only.
- Enterprise trust page: Lane B with restrained palette and low noise.
- Consumer app growth page: Lane B with playful palette, but cap CPU/GPU load.
- Campaign microsite: Lane C or D with explicit fallback for lower-end devices.

### 4) Quality gates before shipping
Pass these gates before adding more visual complexity:

1. Message gate:
- Hero headline + CTA readable in under 3 seconds.
- WebGL never blocks understanding of offer.

2. Performance gate:
- Cap pixel ratio: `Math.min(devicePixelRatio, 1.5-2)`.
- Target stable frame time on common mobile devices.
- Lazy-load heavy assets; show immediate non-WebGL poster/fallback.

3. Accessibility gate:
- Respect `prefers-reduced-motion` (still frame or low-motion mode).
- Maintain color contrast over animated backgrounds.

4. Reliability gate:
- Handle context loss and resize.
- Dispose geometries/materials/textures in SPA route changes.

### 5) Implementation strategy by risk
- Low risk (fastest): CSS + canvas illusion, minimal shaders
- Medium risk: Three.js scene with 1-2 meshes, lightweight post FX
- High risk: multi-pass shaders, dense particles, advanced postprocessing

Default to low/medium risk for conversion pages unless user explicitly asks for campaign-grade immersion.

### 6) Prompting template for Codex-style execution
Use this prompt pattern when asked to build a WebGL landing hero:

"Build a [lane] WebGL hero for a [page type] with [brand adjectives].
Primary goal: [conversion].
Constraints: [device mix], [performance budget], [reduced motion policy].
Implement fallback first, then enhance with WebGL.
Keep hero copy clarity as priority over visual complexity."

### 7) Common failure patterns and corrections
- Failure: "Looks cool but conversion dropped."
  - Fix: reduce motion amplitude, darken/soften background, raise CTA contrast.
- Failure: "Mobile stutters."
  - Fix: reduce particle count, lower DPR cap, remove expensive postprocessing.
- Failure: "Visual style feels generic."
  - Fix: pick one signature motif aligned to brand (grid, wave, orbit, shards).
- Failure: "Team cannot maintain shader complexity."
  - Fix: simplify to modular Three.js scene with documented parameters.

## Output format when applying this skill
Return:
1. Recommended lane and why
2. Visual spec (palette, motion behavior, composition)
3. Technical stack and complexity tier
4. Fallback behavior
5. Performance + accessibility checklist
6. Build order (MVP first, enhancement second)

© MengTo · MIT · MengTo/Skills

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