cth9191/site-clone/shader-extract
Claude Code and agent skill by cth9191/site-clone
- community
Checking that the SKILL.md file is still in the repository.
Extract, reproduce, and locally replay a single WebGL / WebGPU / Canvas / shader / animated-3D visual effect from a web page — the GPU-rendered surface that DOM/CSS cloning is blind to. Use whenever a page has a WebGL/WebGPU/canvas shader background, animated 3D hero, generative gradient, particle field, or Unicorn Studio / Spline / Three.js effect that must be captured and rebuilt as a runnable local module. This is the GPU track of a site clone (driven by clone-site) but also stands alone. Trigger on "extract this shader", "clone the WebGL background", "port this canvas effect", "rebuild this animated hero", "reproduce this Three.js scene locally". NOT for ordinary DOM/CSS cloning (use dom-clone).
Install
npx vskill@latest install cth9191/site-clone/shader-extractSKILL.md
Shader Extract
Capture one GPU-rendered surface and rebuild it as a verified, runnable local effect module. The governing principle — inherited from the vendored engine this skill wraps — is evidence before implementation: capture what the page's GPU pipeline actually does (shaders, uniforms, pass order, textures, timing) and match it, rather than eyeballing the visual and hand-tuning a lookalike. A lookalike drifts; a capture-matched baseline is faithful and honest about its gaps.
This skill = intake adapter + a vendored evidence-gated engine
The heavy machinery lives in `vendor/web-shader-extractor/` — an evidence-gated state machine (surface lock → source/runtime trace → capture → verified baseline → projectize) by lixiaolin94 (MIT; see ATTRIBUTION.md). Do not reimplement it. This wrapper does two things the vendored engine assumes were done elsewhere:
- Intake — accept a pre-locked surface from the clone-site coordinator so
you skip straight to capture instead of re-scouting the whole page.
- Capture backends — make the concrete, research-verified capture tools
explicit (references/capture-backends.md): Spector.js for WebGL1/2 and WebGPU Inspector for WebGPU. These are what actually recover a frame; the vendored policy files describe the discipline, these describe the tools.
Router: how you were invoked
Driven by clone-site (common): you receive a locked surface — selector, bounding box, guessed driver (three.js / unicorn-studio / spline / regl / raw WebGL), and an output dir like output/<host>/effects/<surface-id>/. The surface is already attributed, so skip scouting. Go straight to:
- Read
vendor/web-shader-extractor/SKILL.mdand itsreferences/replay-policy.md
— that is the operating manual for capture → baseline → projectize.
- Pick the capture backend by surface type (
references/capture-backends.md):
WEBGL1/2 → Spector.js; WEBGPU → WebGPU Inspector.
- Run the vendored state flow from
CAPTURE_MINIMUM_TRUTHonward, writing
evidence and the baseline into the given output dir.
- Return a mount-contract module (see below) plus the honesty label.
Standalone (user hands you a URL): you must lock the surface first. Run the full vendored flow from INTAKE (read vendor/web-shader-extractor/SKILL.md). The clone-site script scripts/surface-map.js is a fast way to enumerate and classify canvases if you want a head start, but the vendored TARGET_LOCK gate is authoritative.
Non-negotiables (carried from the vendored engine)
- Honest labels. Every implementation-critical fact is
SOURCE,PARTIAL,
or GUESS; unlabeled = GUESS. The final module carries a fidelity verdict. Never quietly upgrade a BEHAVIOR_REBUILD (lookalike) to sound like a source replay.
- No compensation tuning. Don't nudge brightness, speed, offsets, noise
scale, or color to mask missing pipeline evidence. A visible gap gets recorded in known-gaps.md, not fudged away.
- Baseline before projectize. Get a faithful, verified capture-baseline
running first; only then refactor it into an editable module. Don't overwrite a verified baseline for cleanup.
- Cross-origin honesty. If the canvas is cross-origin/tainted and pixel or
shader readback is blocked, say so and fall back to a captured poster frame — don't invent a shader you couldn't read.
Output contract (so clone-site can mount it)
Beyond the vendored output/ layout (capture-baseline, editable-project, qa-report, known-gaps), expose the effect through the mount lifecycle the coordinator composites against:
Also emit a poster frame (a captured still) as a fallback for reduced-motion and for the case where reconstruction only reached poster fidelity. Report the fidelity label so the coordinator carries it into the final clone report unchanged.
Where to read next
references/capture-backends.md— Spector.js (WebGL) and WebGPU Inspector
(WebGPU): what each captures, how to drive it, what's reliable vs guesswork.
vendor/web-shader-extractor/SKILL.md— the full state machine + reference
router (surface discovery, target lock, evidence policy, replay policy, QA, Three.js/TSL reconstruction, Unicorn Studio / shaders.com adapters).
ATTRIBUTION.md— upstream authorship and MIT license.
Security
- Security scanPassed, 90 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/shader-extract/SKILL.md
Popularity
- Repository stars
- 120
- Repository forks
- 24
- 7-day trend score
- 24
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
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