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Use when building a loading skeleton or a content/image reveal that should feel ASCII or dithered - a shimmering glyph skeleton (░▒▓█) that decodes into the real text and images, for cards, profiles, dashboards and heroes. Based on ascii-reveal by Quan Hoang (MIT).
$ npx -y skills add julianromli/ai-skills --skill skeleton-dither --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/skeleton-ditherContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when building a loading skeleton or a content/image reveal that should feel ASCII or dithered - a shimmering glyph skeleton (░▒▓█) that decodes into the real text and images, for cards, profiles, dashboards and heroes. Based on ascii-reveal by Quan Hoang (MIT).
name: skeleton-dither description: Use when building a loading skeleton or a content/image reveal that should feel ASCII or dithered - a shimmering glyph skeleton (░▒▓█) that decodes into the real text and images, for cards, profiles, dashboards and heroes. Based on ascii-reveal by Quan Hoang (MIT).
An ASCII loading state in two parts. First, a **dither skeleton**: shaded glyph bars (`░▒▓█`) with a denser band sweeping across them. Then a **decode reveal**: when data lands, every character scrambles into place, and images resolve from coarse glyph cells into real pixels. Both move as one radial wave.
Source: [ascii-reveal](https://quanhoangindex.github.io/ascii-reveal/) by Quan Hoang, from the repo [quanhoangindex/ascii-reveal](https://github.com/quanhoangindex/ascii-reveal) (v0.3.0). It's **MIT licensed**, so copying or adapting it is allowed if you keep the copyright notice. You can also install the original with `npm i github:quanhoangindex/ascii-reveal`; it includes `ascii-reveal/core` for non-React use. The reference file `skeleton-dither.js` in this skill's folder is a clean, smaller rewrite. It credits the original in its header. The folder also has `demo/` (working demo plus `verify.py`) and `shots/` (demo vs original screenshots).
1. **Skeleton: pure HTML and CSS, painted on the first frame, no JS at runtime.**
2. **Reveal: one `<canvas>` overlay above the real DOM.**
| Preset | ramp | scramble | image color | cells | tick | |---|---|---|---|---|---| | decode | ` .:-=+*#%@` | `A–Z 0–9 #%&*+=?/` | text color | 24,16,11,8,6 | 60 ms | | dither | ` ░▒▓█` | `░▒▓█` | source pixels | 20,14,10,7,5 | 85 ms | | terminal | ` .-:=+*#` | `01<>/\{}[]\|_=+-;:` | text color, `█` cursor leads | 22,15,10,7,6 | 40 ms | | blueprint | ` ·-+=x#` | `+-/\|x·` | accent | 26,18,13,9,7 | 95 ms |
| Timing | vel | maxWave | spread | per char | media | fade | |---|---|---|---|---|---|---| | fast (data, readable ~400 ms) | 3.2 px/ms | 220 ms | min(200, 40+4n) | 90+110·r | 450 | 220 | | cinematic (hero) | 1.15 px/ms | ∞ | min(720, 90+13n) | 200+240·r | 1150 | 420 |
Skeleton variants:
| Variant | base | wave | base opacity | wave opacity | band | notes | |---|---|---|---|---|---|---| | **dither** | `░░░░▒` | `▒▓▓█▓▒` | .22 | .75 | 55% | `line-height:1`, `letter-spacing:-.02em` | | scan | `··:·:-` | `+=*#%@&$` | .28 | .95 | 38% | 8% gaps | | braille | `⠢⠔⠑…` | `⣿⣷⣯…` | .35 | 1 | 40% | | | terminal | `01` | `01` | .16 | 1 | 35% | 1.5 s sweep, accent color |
Rows are 160 glyphs long and clipped by `overflow:hidden`. Block skeletons (images, avatars) get `rows` lines and a 6% `currentColor` tint background.
Fonts: Geist for UI and Geist Mono for glyphs (`--sd-font`). The demo page background is `#f6f6f7` and the text is `#141416`.
1. Copy `skeleton-dither.js` from this skill's folder (about 300 l
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