OpenDesign is an open-source, local-first desktop app that lets coding agents create prototypes, dashboards, slide decks, images, video, and design systems as exportable files. It is used by people working with agent runtimes such as Claude Code, Codex, Cursor, and DeepSeek Harness. The catalogue add-ons extend the OpenDesign workflow with skills, instructions, commands, and plugins.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add nexu-io/open-design --skill webgl-liquid-metalgit clone --depth 1 https://github.com/nexu-io/open-designWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/nexu-io/open-design/webgl-liquid-metal)<a href="https://agentmods.dev/skills/nexu-io/open-design/webgl-liquid-metal"><img src="https://agentmods.dev/badge/skills/nexu-io/open-design/webgl-liquid-metal/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/nexu-io/open-design/webgl-liquid-metal"><img src="https://agentmods.dev/badge/skills/nexu-io/open-design/webgl-liquid-metal.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Snyk pass
- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00121 | $0.00881 |
| Opus 5 | $0.00060 | $0.00441 |
| Sonnet 5 | $0.00024 | $0.00176 |
| Haiku 4.5 | $0.00012 | $0.00088 |
Grade A, and why
webgl-liquid-metal scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Liquid Metal Skill
Produce a single self-contained index.html that renders a real-time metallic surface full-screen — molten chrome with an iridescent sheen — with a clean typographic overlay on top.
Why this is a powered artifact
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.
Resource map
webgl-liquid-metal/
├── SKILL.md ← you're reading this
└── example.html ← a working domain-warped chrome shader (READ FIRST)
Workflow
Step 0 — Read the reference
Read example.html end to end. Note the shape: a domain-warped fbm height field; a surface normal reconstructed from that field's gradient (finite differences); metallic shading = diffuse chrome ramp + a sharp specular (pow(dot(n,h), 80)) + a fresnel term; and an iridescent cosine palette (0.5 + 0.5*cos(2π(x + phase))) driven by height and fresnel for the thin-film sheen.
Step 1 — Choose the surface
- Molten chrome (default): domain-warped fbm height, hard specular, cool grey base.
- Holographic foil: crank the iridescence, widen the palette phase spread, soften the specular.
- Oil slick: darker base, thinner high-frequency warp, stronger fresnel bands.
Step 2 — Build index.html
- One file, zero external requests. Fullscreen triangle + fragment shader.
- Reconstruct the normal from small height offsets (
e ≈ 0.0016); a sharp specular exponent (≥ 60) is what reads as "metal". - Keep the iridescence tasteful — tie it to fresnel/height so it appears at grazing angles, not everywhere.
- Compile shaders with error logging so a typo fails loudly, not silently black.
Step 3 — Overlay + brand
- Map the accent colors to the active DESIGN.md when one is present; otherwise a restrained metallic palette. The reference tints the hottest specular toward lime
#63fe13as the brand accent. - Headline ≤ 13ch plus one supporting line. Keep the metal as the hero.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 8d ago First seen · 78 lines · 121 tokens per session scan A 54f8b24e1882
webgl-liquid-metal is a skill published in the GitHub repository nexu-io/open-design (95,624 stars, last pushed today), licensed Apache-2.0. It adds 121 tokens to every session and 881 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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