threejs-shaders

threejs-shaders is a skill for Claude Code, Codex from chadixearth/graphyloop. It costs 40 tokens per session (4,040 once invoked), scanned A, a copy of threejs-shaders, MIT.

A guide to writing custom GLSL programs for Three.js, a JavaScript library for 3D graphics in the browser. It covers vertex changes, pixel colors, uniforms, and custom materials.

In plain words
What is it for?
Use it to create custom surfaces, animate shader values, change object shapes, and build effects such as custom color or lighting.
Why use it?
It helps when Three.js's built-in material settings cannot produce the visual effect you need. It explains how to control how 3D objects are drawn.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create custom surfaces, animate shader values, change object shapes, and build effects such as custom color or lighting.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/chadixearth/graphyloop/threejs-shaders
Install

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.

Any agent
npx skills add chadixearth/graphyloop --skill threejs-shaders
Clone the repo
git clone --depth 1 https://github.com/chadixearth/graphyloop

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for threejs-shaders

README.md
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Your own site
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agentmods 80×15 button for threejs-shaders

Your own site · 80×15
<a href="https://agentmods.dev/skills/chadixearth/graphyloop/threejs-shaders"><img src="https://agentmods.dev/badge/skills/chadixearth/graphyloop/threejs-shaders.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,040 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 92% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00040 $0.04040
Opus 5 $0.00020 $0.02020
Sonnet 5 $0.00008 $0.00808
Haiku 4.5 $0.00004 $0.00404

Measured 5d ago against content hash 6702267bd3ee, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

threejs-shaders 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 5d 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.

Origin

This is a copy

92% identical to threejs-shaders — 3 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.

skills/threejs-shaders/SKILL.md · 643 lines

How it starts

The opening of the file, as written. The whole thing — 643 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js Shaders

Quick Start

import * as THREE from "three";

const material = new THREE.ShaderMaterial({
  uniforms: {
    time: { value: 0 },
    color: { value: new THREE.Color(0xff0000) },
  },
  vertexShader: `
    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform vec3 color;

    void main() {
      gl_FragColor = vec4(color, 1.0);
    }
  `,
});

// Update in animation loop
material.uniforms.time.value = clock.getElapsedTime();

ShaderMaterial vs RawShaderMaterial

ShaderMaterial

Three.js provides built-in uniforms and attributes.

const material = new THREE.ShaderMaterial({
  vertexShader: `
    // Built-in uniforms available:
    // uniform mat4 modelMatrix;
    // uniform mat4 modelViewMatrix;
    // uniform mat4 projectionMatrix;
    // uniform mat4 viewMatrix;
    // uniform mat3 normalMatrix;
    // uniform vec3 cameraPosition;

    // Built-in attributes available:
    // attribute vec3 position;
    // attribute vec3 normal;
    // attribute vec2 uv;

    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

RawShaderMaterial

Full control - you define everything.

const material = new THREE.RawShaderMaterial({
  uniforms: {
    projectionMatrix: { value: camera.projectionMatrix },
    modelViewMatrix: { value: new THREE.Matrix4() },
  },
  vertexShader: `
    precision highp float;

    attribute vec3 position;
    uniform mat4 projectionMatrix;
    uniform mat4 modelViewMatrix;

    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    precision highp float;

    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

Uniforms

Uniform Types

const material = new THREE.ShaderMaterial({
  uniforms: {
    // Numbers
    floatValue: { value: 1.5 },
    intValue: { value: 1 },

    // Vectors
    vec2Value: { value: new THREE.Vector2(1, 2) },
    vec3Value: { value: new THREE.Vector3(1, 2, 3) },
    vec4Value: { value: new THREE.Vector4(1, 2, 3, 4) },

    // Colors (converted to vec3)
    colorValue: { value: new THREE.Color(0xff0000) },

    // Matrices
    mat3Value: { value: new THREE.Matrix3() },
    mat4Value: { value: new THREE.Matrix4() },

    // Textures
    textureValue: { value: texture },
    cubeTextureValue: { value: cubeTexture },

    // Arrays
    floatArray: { value: [1.0, 2.0, 3.0] },
    vec3Array: {
      value: [new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 1, 0)],
    },
  },
});

Read the full file on GitHub · 643 lines

Changes

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.

  1. 5d ago First seen · 643 lines · 40 tokens per session scan A 6702267bd3ee

Subscribe to this mod's changes

threejs-shaders is a skill published in the GitHub repository chadixearth/graphyloop (2 stars, last pushed 23d ago), licensed MIT. It adds 40 tokens to every session and 4,040 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to threejs-shaders, differing in 3 lines, and is treated as a copy.

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