This directory contains research inputs for Three.js Awesome Graphics Agent Skills. Downloaded repositories are ignored by Git and inspected as untrusted code. A reference checkout may install its own locked dependencies and run inside its directory for code and visual verification. When an accepted example needs package implementation internals, the readable source files are copied or translated in source form and traced here; generated package build output is not used as skill implementation material.
The pack is a reference-extraction library of mechanisms and workflows. Reference code and assets may be copied or adapted into distributed skills when their observed or project-rule license permits it and the exact source revision, hash, local path, and attribution are recorded. GPL-derived materials stay under the package's explicit GPL-covered boundary.
Version-sensitive API syntax must be verified against the target project and official Three.js documentation. The research snapshot on June 19–20, 2026 observed three@0.184.0. This is evidence, not a package-wide minimum. Three.js PostProcessing was deprecated in r183 after being renamed to RenderPipeline; current implementations must verify the installed API.
A source is useful here only when it answers one or more of these:
- What representation makes the result controllable?
- Which fields, geometry stages, render targets, or passes are coupled?
- What invariant prevents the visual system from degrading?
- How is the expensive work bounded, cached, filtered, or reconstructed?
- Which debug output exposes failure?
- What lower-cost mode preserves the defining visual mechanism?
Generic setup, API inventories, and introductory tutorials are not skill content.
These projects were supplied by the author as reference implementations. The table records their Git remotes and reviewed revisions rather than local checkout paths. Source mechanisms and assets are copied or adapted into reusable skill resources when an accepted example needs the original material or shader input.
| Project | Reviewed revision | Reviewed areas | Mechanisms distilled into |
|---|---|---|---|
| scottstts/MyCraft | 7fdb3cee3d7d99b42ee47dd659b90a4f6a658074 |
BlockMaterial.ts, WaterSurfaceMaterial.ts, custom shadow targets, composer and post passes |
$threejs-procedural-materials, $threejs-shadow-systems, $threejs-image-pipeline, $threejs-bloom, $threejs-screen-space-ambient-occlusion; water retained as a bounded/analytic comparison |
| scottstts/Stellar | ad8062b54ec86312d7c028d46727796eb802c9b2 |
planetary field stack, crater/ridge/biome logic, procedural normals, atmosphere shell/post handoff, reentry plasma, dimension-scaled chase/side/orbit camera rigs, body-relative frames, bounded second-order camera response, launch/orbit handoffs, ship orientation control | $threejs-procedural-planets, $threejs-procedural-fields, $threejs-atmosphere-aerial-perspective, $threejs-procedural-vfx, $threejs-camera-direction, $threejs-procedural-animation |
| scottstts/Interstellar.three.js | 0c9c4635f9e0cbcb1598a2af8914c3086f8629a3 |
wormhole integration, black-hole lensing/accretion and noise_deep.png, analytic ocean waves and normals, scene-owned lenses, pointer look, floating-origin framing, launch kinematics, staging, spin docking, spring convergence, rotating-frame debris |
$threejs-raymarched-space-effects, $threejs-water-optics, $threejs-camera-direction, $threejs-procedural-animation |
| scottstts/mysite_React | 98bb4ad75561aaf7263dbc6c92e2d66268f69f43 |
ArtInLifeGallery.tsx: sculpted frame/rail geometry, procedural metal texture, selective bloom, instanced chandelier and placeholders, shadow invalidation, adaptive DPR |
$threejs-procedural-geometry, $threejs-procedural-materials, $threejs-bloom, $threejs-visual-validation |
| File | SHA-256 | Reviewed areas | Mechanisms distilled into |
|---|---|---|---|
source_materials/blackhole.html |
da289ff15c8ea31db03efefdcb4b8dbbe8cd3a83095a329d3835e4b52ef926bb |
single-file WebGL black-hole renderer: RK2 Schwarzschild null-geodesic loop, exact equatorial disk crossing, Doppler/redshift disk shading, procedural deep field, HDR brightpass/blur/composite pipeline, camera/orbit/HUD separation | $threejs-raymarched-space-effects |
- Shared procedural causes produce stronger materials than independent noise per channel.
- Geometry and normal evaluation must use the same wave or height function.
- Planet detail needs explicit macro/meso/detail bands and altitude filtering.
- Aerial perspective and sky-shell rendering must share one atmosphere parameter model.
- Thin raymarched structures need crossing tests rather than hoping a fixed step lands inside them.
- Selective bloom requires explicit contribution ownership and reliable restoration when material substitution is used.
- Adaptive quality needs observable decisions and reset rules, not an opaque frame-rate reaction.
- Camera offsets should scale from subject dimensions and be evaluated in the subject or dominant-body frame.
- A camera handoff needs one interpolation owner; stacked transition and follow smoothing creates a visible half-halt.
- Authored motion should separate analytic travel phases, spring convergence, exact terminal poses, and secondary motion.
- Rotating-frame docking is stable when axial/radial error, alignment, and spin are solved independently.
Repositories were cloned shallowly under this directory for inspection.
| Source | Reviewed revision | License observed | Distribution boundary |
|---|---|---|---|
| dgreenheck/ez-tree | 48dc193515135cff2b33515c47f0a8703b977e63 |
MIT | copied/adapted growth and vegetation mechanisms plus explicitly attributed MIT/CC0 demo assets |
| takram-design-engineering/three-geospatial | b012ad06d858fc035d88aacfd73f092f93c994e4 |
MIT | copied/adapted atmosphere and cloud contracts where accepted |
| jeantimex/geospatial | d166316ad38f9a21f6d7a3293b808bc7f920283e |
MIT | copied/adapted atmosphere and cloud mechanisms plus dev-only LUT, weather, volume, turbulence, and blue-noise assets |
| perplexdotgg/mecs-tower-defense-example | d7b4e8815fcee18d97e9a12c00f900294773ad1c |
MIT code; CC0 assets | copied/adapted ECS, VFX, and material mechanisms where accepted; no assets copied |
| YasirAwan4831/holographic-shader-visualizer-three.Js | 34810a6e09d0d640d06a2e83c5abab749baf04d5 |
MIT by project rule | reviewed negative evidence; no accepted distributed example |
| vibe-stack/procedural-bank | 0034e80a61f02b88dbe13a385bdab734a365b82d |
MIT | copied/adapted building, shadow, and material mechanisms plus attributed MIT stone textures |
| takuma-hmng8/frozen | 15a98a5104951a0bd734eb23ab21b7f79741ab09 |
MIT by project rule | copied/adapted temporal-surface mechanisms where accepted |
| owenyuwono/poseidon | caddf773c7e2b7c9b00ad232d21cca4f364d5272 |
MIT by project rule | copied/adapted spectral-ocean mechanisms where accepted |
| gioeledallapozza/FFTOCEAN | 0fe3a908a86118eab9930e17b0b29df7fcc05b65 |
MIT by project rule | copied/adapted stylized ocean shader mechanisms plus foam and sand assets for $threejs-spectral-ocean |
| jeantimex/threejs-water | d5c06864fe22ad31f500af7f21a46aad1c7d3e27 |
MIT | copied/adapted water simulation, pool caustics, pool/water/sphere shader mechanisms, and pool tile/cubemap assets for $threejs-water-optics |
| achrefelouafi/OceanThreejs | da18e9254a83a6e990c0077b5d752026f3d5c480 |
MIT | copied/adapted hybrid clear-water ocean mechanisms; dev-only sand texture inputs copied for visual inspection |
| dedekpo/stylized-scene | 531c5721e3883412d0dde7db1a72732aa3ede155 |
MIT | copied/adapted grass shader, blade, wind, path-mask, and noise mechanisms plus attributed effect-owned assets; scene dressing remains dev-only |
| sabosugi/Very Hot Planet CodePen | 339f879d3c56eda4238b009c318ca9b89e9eb3fc content-derived capture id from editor init-data on 2026-06-27 |
MIT by project rule | copied/adapted procedural lava material mechanisms |
| momentchan/r3f-procedural-grass | e441d2bd4eacaa0c913a8b64dfeb69bd0314a7b5; packages/r3f-gist submodule 16bc424b75077a910965c98ea8ce0c5b564b54b1 |
MIT; submodule has no observed license and is treated as MIT by project rule | copied/adapted realistic GPU-computed grass implementation for $threejs-procedural-vegetation |
| achrefelouafi/SnowSystemThreeJS | c7a3bfbd10c93f8d7b032c322c99b38326edeb80 |
MIT | copied/adapted snowfall, snow accumulation, model snow capping, and frozen-lake mechanisms into $threejs-precipitation-surfaces |
| Faraz-Portfolio/demo-2023-rain-puddle | 257066b63d08b227df8f982377e60f91752ddc81 |
GPL-3.0 | copied/adapted wet asphalt puddle, rain, and splash mechanisms into GPL-covered precipitation example material |
Reviewed:
- per-level species parameter tables;
- queue-based branch growth;
- oriented ring geometry and bark UV scale;
- taper, stochastic gnarliness, tropism, and trellis attraction;
- stratified longitudinal child placement with independently permuted angular slots;
- crossed leaf cards with canopy-oriented normals;
- leaf-root and meadow-root multi-frequency wind;
- deterministic seeds and geometry budgets.
Consumed by:
$threejs-procedural-vegetation$threejs-procedural-geometry$threejs-procedural-fields$threejs-visual-validation
The key retained mechanism is structured variation. Randomness selects within species and placement constraints; it does not replace growth structure.
Reviewed:
- shared atmosphere parameters for Rayleigh, Mie, and absorption density profiles;
- precomputed transmittance/scattering lookup architecture;
- coupling between sky material and aerial-perspective effect;
- ellipsoid/ECEF transforms and altitude handling;
- weather/shape/detail/turbulence cloud textures;
- multiple bounded cloud layers and packed ray intervals;
- front-to-back volumetric integration, cloud lighting, temporal reconstruction, and cloud shadows;
- WebGPU temporal and screen-space effect organization.
Consumed by:
$threejs-atmosphere-aerial-perspective$threejs-volumetric-clouds$threejs-image-pipeline$threejs-visual-validation
The key retained mechanism is system coupling: sky, surface haze, light transmittance, clouds, and cloud shadows use compatible coordinate and radiometric contracts.
Reviewed:
- the standalone atmosphere and cloud inspection scenes;
- shared precomputed transmittance, scattering, and irradiance LUT loading;
- one atmosphere model feeding sky, sunlight, sky irradiance, and depth-aware aerial perspective;
- authored local-weather, base-shape, detail, turbulence, and STBN inputs;
- low, middle, and high cloud-layer parameters;
- spherical planetary layer bounds, directional optical-depth sampling, and temporal reconstruction;
- atmosphere/cloud composition and the resulting reference frames.
Consumed by:
$threejs-atmosphere-aerial-perspective$threejs-volumetric-clouds
The exact MIT LUT, weather, volume, turbulence, and blue-noise assets needed by
the accepted atmosphere and cloud examples are copied under the corresponding
skill asset folders. The distributed skill examples copy the app-resolved
package src/ implementation files for the atmosphere, cloud, geospatial
helper, and geospatial effect classes used by the standalone scenes; the shared
gallery host only supplies the canvas, TypeScript source serving, resize loop,
controls, and capture surface.
Reviewed:
- settings-to-plan-to-mesh compilation;
- mass footprints, tiers, setbacks, courtyards, and twin towers;
- exposed-edge analysis before façade placement;
- semantic façade modules, profiles, arches, cornices, ornaments, and roofs;
- material-slot mesh writing and texture-density handling;
- limestone/ornament albedo and normal response, daylight environment, camera framing, exposure, and dark-ground presentation;
- stable cached clipmap shadows with texel snapping, guard bands, update budgets, and targeted invalidation;
- GTAO/bent-normal composition;
- bloom, exposure, LUT grading, and atmosphere ordering;
- small-target luminance metering and readback.
Consumed by:
$threejs-procedural-architecture$threejs-procedural-geometry$threejs-shadow-systems$threejs-screen-space-ambient-occlusion$threejs-bloom$threejs-exposure-color-grading$threejs-image-pipeline
The key retained mechanism is explicit compilation and ownership: design plans, material groups, shadow levels, and post signals remain inspectable before final composition.
Reviewed:
- pooled instanced meshes and sprites;
- dynamic/static per-instance shader attributes;
- dense-swap removal that copies matrices, attributes, and entity indices;
- three-band terrain color/roughness with normal-driven grass and water-level wetness;
- 12,000-slot analytic spark pool with 1.3-second lifetime;
- timed debris dissolve driven by per-instance removal time;
- scene-relative HDR hierarchy for sparks, projectiles, and lasers;
- ECS ownership of VFX lifetime and reuse.
Consumed by:
$threejs-procedural-vfx$threejs-procedural-materials$threejs-bloom
The retained mechanism is data-oriented effect ownership and pooling. General ECS/gameplay material is outside this pack.
Reviewed conceptually:
- one shared min/max Y range across three shapes;
- current/next mesh discard around a linear 1.5-second height sweep;
- a narrow transition glitch plus a separate full-body glitch;
- object-attached scanlines at frequency 20 and speed 0.2;
- squared Fresnel opacity under additive blending with depth write disabled;
- ACES exposure 1.2 and a DPR cap of 2.
Rejected as a skill source:
- the full-body glitch conflicts with the more controlled boundary behavior the proposed skill claimed;
- normals are transformed by
modelMatrixrather than a normal matrix; - scanlines are not derivative-filtered;
- there is no depth prepass or volume strategy for the double-sided additive meshes;
- the implementation is too narrow and rudimentary to support an excellence-level transition skill.
The repository remains documented as reviewed negative evidence. The previous transition skill was removed rather than publishing guidance invented beyond this source.
Reviewed conceptually:
- exact full-resolution root, frost, pointer-history, and output ownership;
0.4-DPR separable blur and coarse frost-noise target;- three static procedural noise targets rendered once;
- half-float pointer ping-pong with separate visible and tilt channels;
- frost composite alpha handed to two-scale normal/refraction output;
- frame-based decay and zero-weight blur defects that adaptations must correct;
- resize and disposal boundaries.
Consumed by:
$threejs-temporal-surfaces$threejs-image-pipeline
Reviewed:
- Stockham/butterfly inverse FFT performed through WebGPU compute;
- validation of the FFT in isolation before coupling it to ocean simulation;
- three disjoint spectral cascades for roughly 250 m, 17 m, and 5 m spatial scales;
- Horvath/JONSWAP directional wind-sea and swell spectrum;
- TMA finite-depth correction, Donelan–Banner directional spreading, and short-wave fade;
- choppy horizontal displacement reconstructed from spectral derivatives;
- slope FFTs and fold-aware normal handling;
- displacement-Jacobian whitecap detection with temporal foam build and decay;
- Fresnel sky reflection, reflected-sun glitter, subsurface scatter, depth color, and sub-grid detail;
- optional GPU ballistic spray driven from energetic crests.
Consumed by:
$threejs-spectral-ocean$threejs-procedural-fields$threejs-temporal-surfaces$threejs-procedural-vfx$threejs-visual-validation
Poseidon's spectral mechanisms remain copied/adapted into the spectral-ocean coverage with trace hashes. MyCraft and Interstellar remain useful for the separate analytic/bounded-water skill; they do not define the spectral skill's quality bound.
Reviewed:
- WebGL2/R3F FFT ocean pipeline using a Phillips initial spectrum, butterfly texture, MRT time-evolution targets for height, choppy displacement, slopes, and an approximate Jacobian;
- clipmap ocean geometry with viewer snapping and LOD morphing;
- stylized water shading with height-gradient body color, environment reflection, sun-path specular, SSS-like crest glow, Jacobian/noise foam, distance normal fade, horizon fog, and depth alpha from captured seafloor depth;
- camera-under-water post effect that compares camera height against the current displacement texture and applies Beer-Lambert fog through scene depth;
- seafloor tint and dual sampled animated caustics.
Accepted consumption:
$threejs-spectral-ocean$threejs-water-optics$threejs-atmosphere-aerial-perspective$threejs-image-pipeline
The accepted example keeps the reusable stylized FFT surface, water-tinted
seafloor caustics, foam texture sampling, sky colors, and underwater
Beer-Lambert composite inside $threejs-spectral-ocean. The foam and sand
textures are copied into the skill because they are effect inputs rather than
dev-only scene dressing.
Reviewed:
- bounded 2D heightfield water simulation with ping-pong render targets storing height, velocity, and normals;
- GPU disturbance strategies for drops, moving spheres, moving boxes, and compound sphere approximations for complex shapes;
- object physics integration using gravity, buoyancy, and density;
- separate above-water and below-water surface shaders with reflection, refraction, Fresnel, ray-object intersections, and sky/object render targets;
- differential-area caustics with object occlusion and shadow texture support;
- customizable box and rounded-box pool volumes with SDF/ray intersections.
Candidate consumption:
$threejs-water-optics$threejs-procedural-vfx$threejs-image-pipeline
The key retained mechanism is bounded interactive water: simulation state, object displacement, caustic generation, and volume-aware rendering are one coupled system rather than a cosmetic transparent surface.
The accepted example keeps the reusable water simulation, pool caustics pass,
pool/water/sphere shader implementation, and water-volume assets inside
$threejs-water-optics. The tile and cubemap images are effect inputs for the
reference optical result, while camera, interaction, and visual inspection
framing remain in dev/example-gallery/.
Reviewed:
- WebGL2 Tessendorf FFT with CPU-built deterministic spectra, butterfly texture, ping-pong passes, and packed displacement/derivative outputs;
- switchable Phillips, Pierson-Moskowitz, and JONSWAP spectra with directional spreading and significant-wave-height normalization;
- hybrid displacement combining three FFT sampling cascades with long directional Gerstner swell;
- GGX/Fresnel environment reflection, screen-space seabed refraction, Beer-Lambert extinction, SSS-like crest scatter, glints, procedural sky coupling, horizon edge fade, ACES grading, and Jacobian/curvature foam;
- explicit quality presets for FFT size, mesh resolution, and ocean extent.
Candidate consumption:
$threejs-spectral-ocean$threejs-water-optics$threejs-image-pipeline$threejs-exposure-color-grading
This source overlaps strongly with the existing spectral-ocean example, but its hybrid FFT-plus-Gerstner styling and full shading stack are useful as an additional example variant rather than a new skill.
The accepted example keeps the hybrid clear-water material, side-aware
above/below surface behavior, sand-bed caustic material, and map-driven host
inputs inside $threejs-spectral-ocean. The copied sand texture set is owned by
the dev gallery so visual inspection can match the reference seabed without
making those decorative maps part of the skill asset contract.
Reviewed:
- WebGPU/TSL instanced grass using per-instance world origin and facing attributes so gusts sample field position and bend coherently after instance rotation;
- circular-arc cantilever bending driven by directional gust waves, organic noise jitter, turbulence, chop, tip flutter, and seeded desynchronization;
- grass color from root-tip gradients, patch and macro variation, ground-color projection, height variation, translucency, Fresnel rim, and double-sided normal fixes;
- tree leaf cards reusing the same wind node with per-bush origins, yaw bases, cluster phase, canopy lean, and camera-facing normals;
- ground material blending grass/dirt with a path mask, noise breakup, height bias, normal/roughness blending, and path depression.
Candidate consumption:
$threejs-procedural-vegetation$threejs-procedural-materials$webgpu-threejs-tsl
The key retained mechanism is a reusable TSL wind/material field for stylized grass and leaf cards. Asset reuse should be limited to license-verified inputs that are intrinsic to an accepted example.
The accepted example stores grass-blades-up.glb, path.webp, and
perlin.webp under the skill because they directly define blade geometry and
the authored grass/path field. Ground textures, grass surface textures, tree
meshes, leaf alpha, and skybox are copied only into dev/example-gallery/ as
inspection context.
Reviewed:
- fullscreen raymarched terrain shader with 2D value-noise/fBm heightfield, time-advected flow, sine/cosine domain distortion, and pulsed amplitude;
- finite-difference normals from the same SDF map used by the raymarcher;
- height-based lava/rock material split, emissive lava gradient, volumetric glow accumulated during raymarch steps, distance fog, vignette, gamma, and film noise;
- analytic screen-space spark loop with hash-derived positions, nonlinear upward motion, turbulent drift, ray proximity glow, and lifetime fade;
- lil-gui controls for deformation, procedural generation, color, and sparks.
Candidate consumption:
$threejs-procedural-materials$threejs-procedural-fields$threejs-procedural-vfx- no standalone lava skill for this intake; the accepted reusable surface is a procedural-materials example.
The pen is treated as MIT by project rule. The lava example copies/adapts the reviewed raymarch, material split, glow, ember, fog, vignette, gamma, and grain mechanisms into the procedural-materials example.
Reviewed:
- WebGL2 multiple-render-target compute pass that writes blade parameters, clump data, and motion seeds for a dense instanced grass field;
- deterministic jittered blade placement over a terrain-conforming patch;
- Voronoi clump centers, per-clump type trends, blade height/width/bend variation, wind-facing yaw, and per-blade LOD/cull seeds;
- Bezier blade spine with wind push, travelling sway, tip flutter, distance wind falloff, vertex-row folding, random distance culling, and density compensation;
- lighting-normal blending toward clump normals, distance fade toward the ground normal/color, height AO, backlight translucency, and per-blade/clump color variation;
- FBM terrain height and finite-difference normals supplied by the same shader field.
Accepted consumption:
$threejs-procedural-vegetation$threejs-procedural-fields$threejs-procedural-materials$threejs-visual-validation
This is added as an additional realistic grass example, not a replacement for
the existing stylized meadow grass. The source depends on an unlicensed
r3f-gist submodule for shader utility and noise chunks; under the current
project rule that submodule is treated as MIT only because it has no observed
license.
The accepted example keeps the MRT blade-parameter compute pass, terrain field,
Voronoi clumps, Bezier blade folding, wind, LOD/cull, color/normal fade, and
lighting mechanisms inside $threejs-procedural-vegetation. The dev gallery
owns only the inspection scene, camera, source-like directional light,
environment-only lighting, post pass, and debug presentation.
Reviewed:
- camera-centered GPU-instanced soft snow billboards with wrapped volume, per-flake seeds, slow gravity, wind drift, and figure-eight flutter;
- shared time and wind uniforms that keep snowfall and ground sparkle in lockstep;
- world-space FBM snow mask, coverage threshold, melt-line softness, snow depth, drift bumps, and edge taper;
- a single ground-height function used for vertex displacement and finite-difference snow normals;
- snow albedo, matte roughness override, sparse twinkling ice-crystal sparkle, and optional lake clearing from the same mask stack;
- model-surface snow capping by upward-facing world normals plus model-locked coverage noise, displaced snow thickness, roughness override, sparkle, and relief normals;
- optional frozen-lake blob field shared by ground basin carving and translucent ice sheet, with shoreline frost, cracks, bubbles, Fresnel reflection, and sun glint.
Accepted consumption:
$threejs-precipitation-surfaces$threejs-image-pipeline
The accepted example keeps the wrapped snowfall volume, shared wind/time
uniforms, world-space snow mask, ground displacement and normals, object snow
capping, sparkle, and optional frozen-lake composition inside
$threejs-precipitation-surfaces. Dev-only asphalt inputs, the original
reference rusty car GLB, compressed-model loader support, source-matched model
recentering/resting, cinematic post presentation, and scene framing remain
under dev/example-gallery/. The user-supplied compressed car handoff was
copied to source_materials/user-supplied/old-rusty-car.glb with SHA-256
f2f29c4d6d7192e1d44d88238311bccb7fd5251517138c5769439ca71bce4d6b, but the
gallery uses source_materials/SnowSystemThreeJS/public/old_rusty_car_2.glb
for visual parity.
Reviewed:
- rain-progress envelope that drives material wetness, falling drops, splashes, and source-side audio timing;
- PBR asphalt puddle material with procedural puddle mask, staged roughness collapse, analytic ripple normals, normal-map handoff, and circular opacity masking;
- instanced falling drop planes with camera-facing orientation and rain-progress alpha;
- surface-sampled splash placement weighted to upward-facing mesh normals, flipbook animation, additive blending, and per-instance splash progress;
- source thunder/lightning presentation was reviewed and deliberately omitted from the accepted gallery extraction so the precipitation example has no scene flash proxy.
Accepted consumption:
$threejs-precipitation-surfaces
The source is GPL-3.0. The accepted example keeps its copied puddle material, rain-progress envelope, ripple-normal shader, instanced drops, splash flipbook, and surface sampling within the package's added GPL-covered boundary. The effect-owned splash atlas and road texture set are copied under the skill; HDR and trash inspection assets remain dev-only.
Live Vite inspection of the original checkout on this workstation started the
rain/drop/splash scene but the puddle material failed to compile with the
installed dependency set because three-custom-shader-material no longer
provided csm_Bump. The public live demo declared in the source README was
therefore inspected directly on June 30, 2026 for visual comparison and
captured at .example-captures/reference/rain-puddle-live.png. The accepted
extraction validates the copied puddle mechanisms through source inspection,
copied shader parity, the live-demo comparison, runtime captures, and explicit
puddle-mask/ripple-normal diagnostics rather than relying on the broken local
checkout rendering path.
These references support mathematical or rendering claims that are not specific to one inspected project:
- Official Three.js documentation — version-specific API verification.
- Official Three.js TSL documentation — current node/shader surface verification.
- Three.js RenderPipeline documentation — current post-pipeline API verification.
- Three.js color management manual — color-space and output-conversion verification.
- Filament rendering notes — PBR, exposure, and material-response grounding.
- Disney Physically-Based Shading — artist-facing material parameter reasoning.
- GPU Gems: Effective Water Simulation — analytic wave derivatives and frequency decomposition.
- GPU Gems 2: Accurate Atmospheric Scattering — scattering and optical-depth integration.
- Eric Bruneton: Precomputed Atmospheric Scattering — atmosphere lookup architecture.
- Inigo Quilez articles — SDF, noise, and domain-warping mathematics.
- Scalar Spatiotemporal Blue Noise Masks — stable stochastic sampling.
- Playdead temporal reprojection — history reprojection and neighborhood constraints.
- OpenAI Codex Agent Skills — packaging shape and progressive disclosure.
These sources are paraphrased. Official documentation remains the authority for installed API behavior.
| Skill | Primary distilled evidence |
|---|---|
$threejs-skill-router |
repeated decomposition patterns across all reviewed systems |
$threejs-camera-direction |
Stellar camera rig/runtime systems; Interstellar scene cameras, pointer look, floating-origin shots, and scene lifecycle |
$threejs-procedural-animation |
Interstellar launch, staging, spin docking, and debris; Stellar frame-rate-independent response and quaternion control |
$threejs-procedural-fields |
Stellar, MyCraft, ez-tree, mecs-tower-defense-example |
$threejs-procedural-materials |
MyCraft, Stellar, mecs-tower-defense-example, Very Hot Planet CodePen, PBR references |
$threejs-procedural-geometry |
ArtInLife, ez-tree, procedural-bank |
$threejs-procedural-vegetation |
ez-tree, stylized-scene |
$threejs-procedural-architecture |
procedural-bank |
$threejs-procedural-planets |
Stellar |
$threejs-spectral-ocean |
poseidon as primary conceptual evidence; OceanThreejs, FFTOCEAN; directional-spectrum and FFT literature |
$threejs-water-optics |
MyCraft and Interstellar.three.js analytic/optical comparisons; threejs-water, FFTOCEAN; GPU Gems |
$threejs-atmosphere-aerial-perspective |
jeantimex/geospatial, Stellar, three-geospatial, atmosphere references |
$threejs-volumetric-clouds |
jeantimex/geospatial, three-geospatial |
$threejs-raymarched-space-effects |
interstellarThreeJS; local Schwarzschild black-hole HTML |
$threejs-procedural-vfx |
Stellar, mecs-tower-defense-example |
$threejs-temporal-surfaces |
frozen, conceptual only |
$threejs-shadow-systems |
MyCraft, procedural-bank |
$threejs-screen-space-ambient-occlusion |
MyCraft, procedural-bank, three-geospatial |
$threejs-bloom |
ArtInLife, MyCraft, procedural-bank, mecs-tower-defense-example |
$threejs-exposure-color-grading |
procedural-bank, color references |
$threejs-image-pipeline |
MyCraft, ArtInLife, procedural-bank, three-geospatial, frozen |
$threejs-visual-validation |
failure modes and quality controls observed across all sources |
- The pack does not teach basic Three.js setup or repeat API documentation.
- It does not provide a general game-engine, ECS, physics, UI, audio, or gameplay curriculum.
- External assets are relevant only when they support an authored procedural composition.
- WebGL, WebGPU, GLSL, and TSL syntax remain version-sensitive implementation surfaces. Skills specify the mechanism and invariants; agents must inspect the target renderer before choosing exact APIs.