Individual skill
fire-paper-loader
Build a burning-paper ring loader whose GLSL flame is drawn by a Worker on an OffscreenCanvas started from the head, so a main thread blocked by the page build cannot freeze it, with a progress count, an even-paced run into the hand-off, and a clean fade to the page. Covers the ember thread and ember gradient, porous char, worker start-up, parallel shader compile with a waited 1-px warm-up draw, hand-off without a stall, reduced motion and hidden-tab behaviour. Use for a loading screen, preloader, page loader, splash, "kindling", burn loader, ember ring, burning paper hole, fire loader, or a loader that must keep moving while heavy JavaScript, three.js or shader builds hold the main thread.
agent-skills/web-design/fire-paper-loader/SKILL.md
Source commit 5ea1661a0e05d82b054553daaa6baf6d0233c33c
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- Last checked
- Nov 8, 2026
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PROMPT.mddoc · 2,034 bytesSKILL.mdcore · 10,790 bytesSKILL.mdcore · 10,790 bytesSKILL.mdcore · 10,790 bytesagents/openai.yamlasset · 289 bytesdemo.htmlasset · 75,928 bytespreview.jpgasset · 19,669 bytes
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# Fire-Paper Loader
A ring of burning paper opens on black while the page builds. **The mechanism: the fire is drawn by a Worker on an OffscreenCanvas that is started from `<head>`, so the ring keeps burning while the main thread is blocked for hundreds of milliseconds.** The flame look is staging; a loader that stops dead for 450 ms reads as a hang whatever it looks like.
Nearest skills: `web-design-performance` covers general page speed; this one is specifically a loader that survives a blocked thread. For the burning-paper look on scroll transitions (not a loader), the flame GLSL is the same `kbFlame` but the page draws it. For a spinner or AI-status orb, use `thinking-orbs`.
Stack, verified in the source: Vanilla JavaScript, raw WebGL 1 (GLSL ES 1.00, no Three.js in the loader), Worker plus OffscreenCanvas, CSS for the label and fade.
## Start from the head, not from the body
Symptom: the loader appears 1-2 s late, or the worker never gets a GL context, or the fire stands still while three.js downloads. A worker can start and create its WebGL context only while the main thread is free, which is during stylesheet loading in `<head>` and not again until the page is parsed.
- In a `<script>` in `<head>`: create a canvas, `transferControlToOffscreen()`, start a Worker from a Blob URL of a tiny boot script, post `{kbPre, canvas}` and call `getContext('webgl', {antialias:false, alpha:false, depth:false, stencil:false})` in the worker there and then. Keep the canvas and worker on `window.__kbPre`.
- The boot script is only a shell. The loader's own `<script>` (later in the body) sends its own `textContent` to the worker with `{kbInit, src, canvas:null, t0, origin: performance.timeOrigin, reduced, view, target}`, and the worker `eval`s it. One source text runs on both threads: `const IN_W = typeof document === 'undefined'`. Two copies drift apart.