Prompt Showroom. How this was made

A $10,000 website is free — if you know exactly what to ask.

Every site in this gallery — 3D scenes, shaders, playable games, kinetic type — was built from a single written prompt, and the prompt is the product: paste it into a capable AI tool and get an equivalent site of your own. 40 sites and growing.

$5 a prompt — less than a cup of coffee, and every purchase comes with the complete beginner's manual (PDF): from the prompt to your site live on your own domain.

Read a full prompt ↓Bundles ↓

Agency-built site ≈ $10,000 a custom design, built to order
Premium template $150–$400 before you've changed a word — plus the tools to use it
Prompt Showroom $5* paste it into Claude — or any capable AI coding tool — and the site builds itself.* Every purchase includes the beginner's manual (PDF).

This is what a $5 prompt looks like.

Kōrei's full prompt, free in its entirety — as are Terminal, Sillage and Aurora, marked in the grid. Every prompt is written to the same spec: exact fonts, palette hexes, the hero technique named honestly, and the quality bar.

free sample · korei.md
# Kōrei (raymarched SDF dreamscape)

Build a single self-contained `index.html`: a contemplative full-screen
dreamscape — floating stones and a half-submerged ring gate over a still
sea — rendered entirely by one WebGL2 fragment shader. No 3D models, no
libraries, no textures: every pixel is computed by raymarching signed
distance fields. Beneath the canvas, a short essay explains the technique
in plain language. Tone: quiet, Japanese-garden minimalism.

## Fonts and palette

Google Fonts: **Shippori Mincho** (500/600) for display, **Inter**
(400/500) for UI and body.

- night `#0c111f`, ink `#e9ecf5`, muted `#9aa3b8`, hairline `#232c42`,
  focus ring `#9db7ff`, hero subtitle `#c3cbdd`

Three light moods as shader uniform sets (RGB floats), eased toward at
0.045 per frame so switching feels like weather, not a toggle:

- **Dawn** — skyTop (.545,.639,.831), horizon (.949,.796,.659), sun
  (1,.863,.722), water (.145,.196,.318), stone (.271,.302,.373), sun
  direction (-.34,.20,.92), no stars.
- **Dusk** — skyTop (.357,.329,.533), horizon (.910,.624,.553), sun
  (1,.616,.463), water (.129,.129,.251), stone (.243,.227,.310), sun
  direction (.42,.12,.90) — the light swings to the other side.
- **Night** — skyTop (.043,.063,.157), horizon (.153,.200,.353), moonlit
  sun (.863,.902,1), water (.047,.071,.149), stone (.137,.165,.239), sun
  direction (-.26,.38,.89), stars ON (hash a `floor(rd*260)` grid,
  `step(0.9975, …)`, brightness faded near the horizon).

## The hero technique (name it honestly on the page)

One WebGL2 program drawn as a single fullscreen triangle — no vertex
buffers; derive the corners from `gl_VertexID`:
`vec2 v = vec2(float(gl_VertexID<<1&2), float(gl_VertexID&2))*2.0-1.0;`
which yields (-1,-1)(3,-1)(-1,3). (The naive ±1 version covers only half
the screen — a classic bug; verify a full-frame render.)

Scene SDF (`map`):
- **Seven floating stones** — spheres placed on a golden-angle spiral
  (`ang = i*2.39996`, radius `1.7+1.7*hash(i)`), radii `0.26+0.30*hash`,
  squashed vertically (`q.y *= 1.22`), each bobbing slowly
  (`y += 0.16*sin(t*0.35 + i*1.7)`), all blended with a **smooth minimum**
  (k = 0.42) so near stones melt together like wet clay.
- **The gate** — a vertical torus at (0, 0.55, 7.2), major radius 2.35,
  tube 0.20, standing half in the sea.

Rendering per pixel:
- **Sphere tracing**: 92 steps desktop / 70 on small screens, hit epsilon
  scaled by distance (`d < 0.0012*s`), far plane 55.
- The **sea is an analytic plane** (y = 0): intersect by division, not
  marching. Ripples only perturb the shading normal (two crossed sine
  waves, amplitude 0.013).
- **Soft shadows**: a second march toward the sun, penumbra from
  `min(res, 9*d/s)`, up to 24 steps.
- **Reflections**: reflect the ray at the water, march again (up to 40
  steps); mix with sky by fresnel (`0.06 + 0.94*(1-cosθ)^5`); add sun
  glitter `pow(dot(refl, sun), 700)` gated by the shadow term.
- Normals by central differences (tetrahedron trick, e = 0.0015).
- Stone shading: diffuse×shadow, ambient from `0.5+0.5*n.y`, rim
  `(1-dot(n,-rd))^3`, Blinn-Phong speck (pow 48), sky-tint fill; distance
  fog `1-exp(-0.0022*t²)` toward the sky color.
- Finish: filmic-ish tonemap `col/(1+col)`, gamma 1/2.2, gentle vignette,
  ±0.007 hash film grain.

Camera: origin sways `0.42*sin(t*0.06)` at height 1.18, z −4.4; the
look-at target follows the pointer softly (±0.55 x, ±0.28 y) — parallax,
not control.

## Performance ladder (build all four rungs)

1. Full loop on real GPUs, `devicePixelRatio` capped at 1.5 (1.4 on small
   screens), rAF only, loop paused on `visibilitychange`.
2. Detect software rasterizers via `WEBGL_debug_renderer_info` (match
   /swiftshader|llvmpipe|softpipe|software/i) → render **one still frame**
   at half resolution with reduced step counts instead of looping.
3. `prefers-reduced-motion: reduce` → same still-frame mode; re-render
   once on mood change and resize (time frozen at t = 12).
4. No WebGL2 at all → remove the canvas, show a dignified text fallback
   panel. Also handle `webglcontextlost`/`restored`: pause, rebuild the
   program, resume; only surface a message if restore never comes (3 s).

## Layout, top to bottom

1. **Masthead** (absolute over the canvas) — wordmark "Kōrei"
   letterspaced .42em, right-side tagline "Rendered by distance".
2. **Stage** — 100svh canvas (`aria-label` describing the scene); a
   centered title block: "Kōrei" in Shippori Mincho
   `clamp(44px, 7vw, 84px)` plus the line "No 3D models. Every pixel is a
   distance, measured."; a top scrim
   (`linear-gradient(rgba(7,10,20,.52), transparent)`, top 38%) so text
   stays readable over the bright dawn sky.
3. **Mood pills** bottom-center — a `fieldset` legend "Light" and three
   buttons Dawn / Dusk / Night with `aria-pressed`, min-height 44px,
   translucent dark fill + `backdrop-filter: blur(6px)`.
4. **Essay** — heading "A landscape with no geometry", a lede, then three
   ruled columns: Distance fields / Sphere tracing / Light, twice more —
   each explaining its concept in two sentences, no jargon left undefined.
5. **Footer** — one line stating the whole landscape lives in one fragment
   shader; links to the build notes and the hub.

## Quality bar

Keyboard: moods are real `button`s with visible `:focus-visible` outlines
(3px, `#9db7ff`). AA contrast everywhere (the scrim is what buys it on the
hero). No horizontal scroll; fully usable and composed at 390px (fewer
march steps + lower DPR there). Honest copy: never claim models or assets
— the point of the page is that there are none.

What a prompt buys.

Most prompts are $5; the Mochi and Veranda flagship prompts are $10. Each purchase gives you the finished prompt for the site you just toured — the art direction, the exact techniques, the quality bar — developed and refined with Fable, Claude's most capable model. The trial-and-error and the token bill that built it are already spent, so you don't spend them. Less than a cup of coffee, and the expensive part is done.

What it isn't: app functionality. These are design showcases — self-contained pages with live 3D and motion. A prompt does not include databases, user accounts, payment wiring, or deployment services, and results depend on the AI tool you run it in. The beginner's manual included with every purchase walks you from the prompt to a site that's live on your own domain.

Buying more than one? Bundles.

One site, prompt + source

$29

Most sites are $29; Mochi and Veranda are $35. Each includes its full prompt plus the site's complete source files, packaged as a zip. Every gallery card shows its exact Prompt + source price.

Pick a site ↑

All 40 prompts

$39

Every prompt in the gallery, unlocked on one page — read and copy any of them, any time, from one link.

Full collection

$99

Every prompt and every site's source files — all 40 sites, one checkout, one download for the lot.

Every purchase includes the beginner's manual (PDF). Source files come with a plain-language license: build on them for your own projects and client work — just don't resell the files themselves. Read the license.

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