A real-time raymarched 3D hero — soft-shadowed morphing metaballs with a fresnel rim light, sphere-traced per pixel in a fragment shader with a slow camera orbi
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Produce a single self-contained index.html that renders a real-time 3D scene entirely in a fragment shader via sphere tracing, full-screen, with a clean typographic overlay on top.
OpenDesign detects getContext('webgl2') and renders this file in powered preview — a cross-origin-isolated iframe with allow-same-origin. The full GPU pipeline is available; you do not need to work around the opaque sandbox.
webgl-raymarched-hero/
├── SKILL.md ← you're reading this
└── example.html ← a working SDF metaball raymarcher (READ FIRST)
Read example.html end to end. Note the shape: one fullscreen triangle; a map(p) signed-distance function that smooth-unions (smin) several moving spheres; normals by finite differences; a softShadow march; and a camera built from ro/ta with a slow orbit. Shading = diffuse × soft shadow + fresnel rim + a tight specular.
Keep the marcher cheap so it holds 60fps:
smin — organic, always readable.index.htmld < 0.001) and on far distance; clamp DPR to ~1.5 — raymarching is per-pixel heavy.pow(1 - dot(n,-rd), 3)), and one specular lobe. Gentle gamma at the end.#63fe13 and rims it in teal).webgl2 is unavailable.