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skills/web-shader-extractor/SKILL.md
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skills/web-shader-extractor/SKILL.md
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---
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name: web-shader-extractor
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description: |
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从网页中提取 WebGL/Canvas/Shader 视觉特效代码,反混淆后移植为独立原生 JS 项目。
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触发条件:用户提供网址并要求提取 shader、提取特效、提取动画效果、提取 canvas 效果、
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复刻某网站的视觉效果、"把这个网站的背景效果扒下来" 等。
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---
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# Web Shader Extractor
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从网页提取 WebGL/Canvas/Shader 特效,反混淆并移植为独立项目。
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核心原则:
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- **先 1:1 复刻,确认正确后再考虑简化框架**
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- **全程自主执行,不中断用户** — 提取是只读操作,安全性无风险。除 Phase 6 简化提议外,所有步骤自动完成,不询问用户确认。遇到问题自行判断最佳方案继续推进,只在需要用户做产品决策时才询问。
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## Phase 0: 环境检查(首次自动执行)
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在开始提取前,检查并自动安装所需依赖。**不要询问用户,直接安装**。
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```bash
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# 1. 检查 Node.js
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node --version 2>/dev/null || {
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echo "Node.js not found, installing..."
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# macOS
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brew install node 2>/dev/null || {
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# fallback: 直接下载 LTS
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curl -fsSL https://nodejs.org/dist/v22.15.0/node-v22.15.0-darwin-arm64.tar.gz | tar xz -C /usr/local --strip-components=1
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}
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}
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# 2. Playwright 及浏览器(fetch-rendered-dom.mjs 内置自动安装,但这里预检可提前发现问题)
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RUNNER_DIR="$HOME/.cache/playwright-runner"
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if [ ! -d "$RUNNER_DIR/node_modules/playwright" ]; then
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echo "Installing Playwright (one-time setup)..."
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mkdir -p "$RUNNER_DIR"
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echo '{"type":"module"}' > "$RUNNER_DIR/package.json"
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npm install playwright --prefix "$RUNNER_DIR"
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npx --prefix "$RUNNER_DIR" playwright install chromium
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echo "Playwright + Chromium installed."
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fi
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```
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如果安装过程中遇到权限或网络问题,尝试以下备选方案:
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- npm 权限问题 → 使用 `--prefix` 安装到用户目录
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- 网络问题(Chromium 下载慢)→ 设置 `PLAYWRIGHT_DOWNLOAD_HOST=https://npmmirror.com/mirrors/playwright` 使用国内镜像
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- 实在无法安装 Playwright → 降级为纯 curl 模式(跳过 DOM 渲染,仅分析静态 HTML + JS bundle),在 Phase 2 中标注可能缺失 canvas-info
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## Phase 1: 获取源码
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**并行执行**:Playwright 获取渲染后 DOM + curl 获取静态 HTML。
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```bash
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# Playwright(获取 canvas 引擎版本、组件树、运行时网络请求)
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node ~/.claude/skills/web-shader-extractor/scripts/fetch-rendered-dom.mjs '<URL>'
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# → /tmp/rendered/: dom.html, canvas-info.json, network.json, screenshot.png, console.log
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# curl(获取原始 HTML,用于提取内嵌配置和密钥)
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curl -s -L --compressed '<URL>' > /tmp/page.html
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```
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如果 Playwright 脚本失败(未安装/启动异常),先尝试自动修复(重新安装依赖),若仍失败则降级为纯 curl 模式继续工作,不要停下来询问用户。
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从 network.json 和 HTML 交叉提取 JS URL,批量下载到 /tmp/。
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### Phase 2: 技术栈识别
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```
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canvas-info.json 的 dataEngine 字段:
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├─ "three.js rXXX" → Three.js(r170+ 可能是 TSL → references/tsl-extraction.md)
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├─ "Babylon.js vX.X" → Babylon.js
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├─ null → 进一步区分:
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│ ├─ bundle 含 createShader/shaderSource → Raw WebGL / PixiJS
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│ └─ bundle 含 getContext('2d') 且无 WebGL 调用 → 2D Canvas(→ references/porting-strategy.md § 2D Canvas)
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└─ 无 canvas → CSS/SVG 动画
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URL 或 HTML 特征匹配已知平台 → 直接跳转专用工作流(跳过通用 Phase 3-4):
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├─ unicorn.studio → references/unicorn-studio.md(Firestore REST API 直取配置+shader)
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└─ shaders.com → references/shaders-com.md(Nuxt payload + XOR 解码 + TSL→GLSL 翻译)
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扫描确认:bash scripts/scan-bundle.sh /tmp/*.js
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→ 框架特征速查 references/tech-signatures.md
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```
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### Phase 3: 配置提取
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```
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1. 搜索公开 API → 直接获取配置(API 返回可能是编码的 → references/encoded-definitions.md)
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2. 从 Nuxt payload / __NEXT_DATA__ / HTML 内嵌 JSON 提取
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3. 从 JS bundle 提取默认值
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→ 详见 references/config-extraction.md
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```
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### Phase 4: Shader 代码提取
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用 **Agent** 分析 JS bundle(1MB+ 不适合主上下文)。
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→ Agent prompt 模板和反混淆规则 `references/extraction-workflow.md`
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### Phase 5: 移植
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```
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纯 2D 全屏 shader → 原生 WebGL2(零依赖)
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3D / PBR / GPGPU → 保留原始框架(CDN importmap)
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不确定 → 先用原始框架,Phase 6 再评估
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→ 详见 references/porting-strategy.md
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```
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### Phase 6: 简化评估
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移植完成后,自行验证效果(打开页面截图对比)。如果效果正确且存在简化空间,**向用户提议简化方案**,由用户决定是否执行。
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### Phase 7: 提取报告(询问用户是否生成)
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提取完成后,**询问用户**是否生成 `EXTRACTION-REPORT.md`(会消耗额外 token 回顾对话历史)。
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报告内容结构:
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```markdown
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# 提取报告:{项目名}
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**来源/作者/平台/时间**
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## 目标效果(一句话描述)
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## 提取思路与时间线(每个迭代的问题→修复)
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## 场景结构(组件树/图层结构)
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## 最终渲染管线(pass 列表)
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## 关键资源文件
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## 发现的关键经验(表格:经验/影响/沉淀位置)
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## 剩余已知差异
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## 技术栈(原始 vs 移植)
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```
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报告放在项目目录内(如 `ascii-glyph-dither/EXTRACTION-REPORT.md`)。
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## Reference 索引
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| 需要时 | 读取 |
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|--------|------|
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| 识别框架(Three.js/WebGL/PixiJS 特征) | `references/tech-signatures.md` |
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| Agent 提取 prompt + 反混淆规则 | `references/extraction-workflow.md` |
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| 获取配置参数(API/payload/内嵌) | `references/config-extraction.md` |
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| Three.js TSL 节点 shader 重建 | `references/tsl-extraction.md` |
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| 编码/加密配置解码 | `references/encoded-definitions.md` |
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| onBeforeCompile GLSL 注入陷阱 | `references/shader-injection.md` |
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| 移植框架选择 + 项目结构 | `references/porting-strategy.md` |
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| **Unicorn Studio** 专用流程(curtains.js + Firestore) | `references/unicorn-studio.md` |
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| **shaders.com** 专用流程(TSL + XOR 编码 + Y-flip 陷阱) | `references/shaders-com.md` |
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