웹 디자인 파이프라인 스킬과 이를 5개 에이전트에 설치하는 CLI 를 담은 모노레포. 스킬 (packages/skill) - SKILL.md 261줄 + 참조 문서 16개 3,349줄. progressive disclosure 로 본문은 절차와 인덱스만, 지식은 references/ 로 분리 - 0~6단계 파이프라인. 규모에 따라 전체·연장·국소 세 경로로 분기 - 하드 게이트 12개는 grep·카운트로 검증 가능한 것만. 취향 판단은 제외 - 미학 프리셋 5종, AI 슬롭 지문 목록, 한글 조판 규칙, SVG 필터·three.js·인터랙티브 모션·HTML-in-Canvas 실전 지침 설치 CLI (packages/cli, packages/core) - npx designpaca 온보딩 TUI. Claude Code · Codex · Cursor · Windsurf · AGENTS.md - 매니페스트에 설치 시점 해시를 기록해 사용자가 고친 파일은 update 가 건너뛴다 - 타깃별로 본문의 references/ 경로를 실제 설치 위치로 재작성 - AGENTS.md 는 항상 로드되므로 본문 대신 303자 포인터만 주입 - Windsurf 는 12,000자 상한 초과 시 설치를 차단 배포 (build/ci, .forgejo/workflows) - 태그 v* → 검사·테스트·빌드 → npmjs 배포 + Forgejo 레지스트리 미러 → draft 릴리스 → Cloudflare Pages. 재실행 멱등 근거 (research/) - 약 250개 웹 소스 조사 결과와 도그푸딩 검증 2건. 스킬의 모든 수치는 여기서 나온다 테스트 22개 통과 (core 16 · cli 6)
193 lines
5.6 KiB
HTML
193 lines
5.6 KiB
HTML
<!doctype html>
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<meta charset="utf-8" />
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<title>Demo of complex text in WebGL</title>
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<script
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src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"
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integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ=="
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crossorigin="anonymous"
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defer>
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</script>
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<script src="webGLSetup.js"></script>
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<style>
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canvas {
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border: 1px solid blue;
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width: 638px;
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height: 318px;
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}
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#draw_element {
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border: 1px solid blue;
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width: 400px;
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height: 400px;
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padding: 10px;
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}
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</style>
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<canvas id="gl-canvas" width="638" height="318" layoutsubtree="true">
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<!-- inert to prevent hit testing in this example. -->
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<div id="draw_element" inert>
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Hello world!<br>I'm multi-line, <b>formatted</b>,
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rotated text with emoji (😀), RTL text
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<span dir=rtl>من فارسی صحبت میکنم</span>,
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vertical text,
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<p style="writing-mode: vertical-rl;">
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这是垂直文本
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</p>
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an inline image (<img width="150" src="wolf.jpg">), and
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<svg width="50" height="50">
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<circle cx="25" cy="25" r="20" fill="green" />
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<text x="25" y="30" font-size="15" text-anchor="middle" fill="#fff">
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SVG
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</text>
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</svg>!
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</div>
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</canvas>
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<script>
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let cubeRotation = 0.0;
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let currentTime = 0;
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let deltaTime = 0;
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let render_context = null;
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//
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// Initialize a texture and load an image.
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// When the image finished loading copy it into the texture.
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//
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function loadTexture(gl) {
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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const internalFormat = gl.RGBA8;
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try {
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gl.texElementImage2D(gl.TEXTURE_2D, internalFormat, draw_element);
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} catch (e) {
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// The texElementImage2D API was recently changed (see:
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// https://github.com/WICG/html-in-canvas#idl-changes). This snippet
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// supports the old syntax temporarily so that the demos do not break.
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const level = 0;
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const srcFormat = gl.RGBA;
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const destType = gl.UNSIGNED_BYTE;
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gl.texElementImage2D(gl.TEXTURE_2D, level, internalFormat,
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srcFormat, destType, draw_element);
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console.log('Note: using old texElementImage2D API');
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}
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// Linear texture filtering produces better results than mipmap with text.
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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return texture;
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}
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// Draw the scene repeatedly
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function render() {
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let new_time = performance.now() * 0.001; // convert to seconds
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deltaTime = new_time - currentTime;
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currentTime = new_time;
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if (render_context === null) {
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return;
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}
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drawScene(render_context.gl,
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render_context.program,
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render_context.buffers,
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render_context.texture,
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cubeRotation);
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cubeRotation += deltaTime;
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requestAnimationFrame(render);
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}
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function main() {
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const canvas = document.querySelector('#gl-canvas');
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// Initialize the GL context
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const gl = canvas.getContext('webgl2');
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// Only continue if WebGL is available and working
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if (gl === null) {
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alert(
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'Unable to initialize WebGL. Your browser or machine may not support it.',
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);
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return;
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}
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// Vertex shader program
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const vsSource = `
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attribute vec4 aVertexPosition;
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attribute vec2 aTextureCoord;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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varying highp vec2 vTextureCoord;
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void main(void) {
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gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
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vTextureCoord = aTextureCoord;
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}
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`;
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// Fragment shader program
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const fsSource = `
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varying highp vec2 vTextureCoord;
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uniform sampler2D uSampler;
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void main(void) {
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gl_FragColor = texture2D(uSampler, vTextureCoord);
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}
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`;
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// Initialize a shader program; this is where all the lighting
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// for the vertices and so forth is established.
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const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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// Collect all the info needed to use the shader program.
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// Look up which attribute our shader program is using
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// for aVertexPosition and look up uniform locations.
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const programInfo = {
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program: shaderProgram,
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attribLocations: {
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vertexPosition: gl.getAttribLocation(shaderProgram, 'aVertexPosition'),
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textureCoord: gl.getAttribLocation(shaderProgram, 'aTextureCoord'),
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},
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uniformLocations: {
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projectionMatrix: gl.getUniformLocation(shaderProgram, 'uProjectionMatrix'),
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modelViewMatrix: gl.getUniformLocation(shaderProgram, 'uModelViewMatrix'),
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uSampler: gl.getUniformLocation(shaderProgram, 'uSampler'),
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},
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};
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const buffers = initBuffers(gl);
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// Load texture
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const texture = loadTexture(gl);
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// Flip image pixels into the bottom-to-top order that WebGL expects.
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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render_context = {
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gl: gl,
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program: programInfo,
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buffers: buffers,
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texture:texture,
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};
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requestAnimationFrame(render);
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}
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onload = () => {
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const canvas = document.querySelector('#gl-canvas');
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canvas.onpaint = () => {
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main();
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}
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canvas.requestPaint();
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const observer = new ResizeObserver(([entry]) => {
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canvas.width = entry.devicePixelContentBoxSize[0].inlineSize;
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canvas.height = entry.devicePixelContentBoxSize[0].blockSize;
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});
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observer.observe(canvas, {box: 'device-pixel-content-box'});
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}
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</script>
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