Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/12-studio/tackl/threejs-webglnpx skills add 12-Studio/Tackl --skill threejs-webglgit clone --depth 1 https://github.com/12-Studio/TacklWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/12-studio/tackl/threejs-webgl)<a href="https://agentmods.dev/skills/12-studio/tackl/threejs-webgl"><img src="https://agentmods.dev/badge/skills/12-studio/tackl/threejs-webgl.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00083 | $0.03953 |
| Opus 5 | $0.00042 | $0.01976 |
| Sonnet 5 | $0.00017 | $0.00791 |
| Haiku 4.5 | $0.00008 | $0.00395 |
Grade A, and why
threejs-webgl scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to threejs-webgl — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 582 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js WebGL/WebGPU Development
Overview
Three.js is the industry-standard JavaScript library for creating 3D graphics in web browsers using WebGL and WebGPU. This skill provides comprehensive guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.
Core Concepts
Scene Graph Architecture
Three.js uses a hierarchical scene graph where all 3D objects are organized in a tree structure:
Scene
├── Camera
├── Lights
│ ├── AmbientLight
│ ├── DirectionalLight
│ └── PointLight
├── Meshes
│ ├── Mesh (Geometry + Material)
│ └── InstancedMesh
└── Groups
Essential Components
Every Three.js application requires these core elements:
- Scene: Container for all 3D objects
- Camera: Defines the viewing perspective
- Renderer: Draws the scene to canvas (WebGL or WebGPU)
- Geometry: Defines the shape of objects
- Material: Defines the surface appearance
- Mesh: Combines geometry and material
Quick Start Pattern
Basic Scene Setup
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Scene, Camera, Renderer
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);
const camera = new THREE.PerspectiveCamera(
75, // FOV
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near clipping plane
1000 // Far clipping plane
);
camera.position.set(0, 2, 5);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
scene.add(directionalLight);
// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Animation Loop
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
// Handle Resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
What ships with it
7 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 4d ago First seen · 582 lines · 83 tokens per session scan A 2fb912c851db
threejs-webgl is a skill published in the GitHub repository 12-Studio/Tackl (10 stars, last pushed 8d ago), licensed MIT. It adds 83 tokens to every session and 3,953 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to threejs-webgl, differing in 0 lines, and is treated as a copy.
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