threejs-weather

threejs-weather is a skill for Codex from devinilabs/pro-skill. It costs 115 tokens per session (2,088 once invoked), scanned A, a copy of threejs-weather, MIT.

A guide to adding rain, storms, lightning, snow, and wet ground to Three.js scenes. Three.js is a JavaScript library for creating 3D graphics in the browser.

In plain words
What is it for?
Use it to create weather systems in interactive web scenes, especially alongside landscapes and 3D buildings.
Why use it?
It addresses common weather problems such as particles missing the camera and separate effects failing to work together convincingly.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to create weather systems in interactive web scenes, especially alongside landscapes and 3D buildings.

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Install with agentmods
npx agentmods add skills/devinilabs/pro-skill/threejs-weather
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 devinilabs/pro-skill --skill threejs-weather
Clone the repo
git clone --depth 1 https://github.com/devinilabs/pro-skill

Made for: 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-weather

README.md
[![agentmods](https://agentmods.dev/badge/skills/devinilabs/pro-skill/threejs-weather/github.svg)](https://agentmods.dev/skills/devinilabs/pro-skill/threejs-weather)
Your own site
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/threejs-weather"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/threejs-weather/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for threejs-weather

Your own site · 80×15
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/threejs-weather"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/threejs-weather.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 115 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,088 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 100% 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 $0.00115 $0.02088
Opus 5 $0.00057 $0.01044
Sonnet 5 $0.00023 $0.00418
Haiku 4.5 $0.00012 $0.00209

Measured 5d ago against content hash c87f93d71894, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

threejs-weather 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.

The scan reads SKILL.md. This mod also ships 1 executable file (demo/assets/three.min.js), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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

100% identical to threejs-weather — 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.

agent-skills/web-design/threejs-weather/SKILL.md · 171 lines

How it starts

The opening of the file, as written. The whole thing — 171 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js Weather

Weather fails in two ways: the particles miss the camera entirely, or every state is a separate system that shares nothing. Both are avoidable.

Pairs with threejs-landscape for the ground it falls on, and threejs-towers for something to fall against.

Anchor the volume in the frustum

The first version of any rain system puts a world-sized box of particles around the origin and looks empty. With a long lens the camera sees a narrow cone, so almost every drop is off-camera.

Build a small volume and carry it in front of the camera, facing the way the camera faces:

const WX_W = 17, WX_D = 50, WX_TOP = 40;         // narrow, deep, tall
function anchor(o) {
  const fx = -Math.sin(camAz), fz = -Math.cos(camAz);
  o.position.set(cam.position.x + fx * 46, 0, cam.position.z + fz * 46);
  o.rotation.y = camAz;
}

Set frustumCulled = false on it — you are moving it every frame and the bounding sphere will fight you.

Float32BufferAttribute copies your array

This one costs an afternoon. The attribute takes a copy of whatever you hand it, so the array you kept a reference to is not the one the GPU reads:

const attr = new THREE.Float32BufferAttribute(pos, 3);
attr.setUsage(THREE.DynamicDrawUsage);
geo.setAttribute('position', attr);
return { pts, pos: attr.array, n };              // keep the attribute's array

Symptom: everything is correct, nothing moves, no error anywhere.

Density is a draw range, not a new buffer

Allocate the worst case once — a full storm, a full blizzard — and thin it by drawing less:

RAIN.geo.setDrawRange(0, Math.round(RAIN.n * density));

A storm then costs no more memory than drizzle; it just stops hiding most of the drops. Reallocating buffers when weather changes causes a hitch exactly when the viewer is watching.

A storm is the rain leaned on

Do not write a second particle system. Take the rain state and push every dial:

rain storm
drops drawn 60% of pool 100%
fall speed ×1.0 ×1.42
slant 2.4 scales with speed²
sun 30% 14%
fog far ×0.52 ×0.38

Read the full file on GitHub · 171 lines

Files

What ships with it

5 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.

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 · 171 lines · 115 tokens per session scan A c87f93d71894

Subscribe to this mod's changes

threejs-weather is a skill published in the GitHub repository devinilabs/pro-skill (23 stars, last pushed 26d ago), licensed MIT. It adds 115 tokens to every session and 2,088 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to threejs-weather, differing in 0 lines, and is treated as a copy.

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