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 skills add fmflurry/settings-opencode --skill threejs-lightinggit clone --depth 1 https://github.com/fmflurry/settings-opencodeWrote 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/fmflurry/settings-opencode/threejs-lighting)<a href="https://agentmods.dev/skills/fmflurry/settings-opencode/threejs-lighting"><img src="https://agentmods.dev/badge/skills/fmflurry/settings-opencode/threejs-lighting/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.
<a href="https://agentmods.dev/skills/fmflurry/settings-opencode/threejs-lighting"><img src="https://agentmods.dev/badge/skills/fmflurry/settings-opencode/threejs-lighting.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00035 | $0.03148 |
| Opus 5.5 | $0.00014 | $0.01259 |
| Sonnet 5.5 | $0.00007 | $0.00630 |
| Haiku 4.5 | $0.00003 | $0.00315 |
Grade A, and why
threejs-lighting 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 27d 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.
Copies of this mod
8 near-identical copies found in the catalogue:
- threejs-lighting — 100% identical, 0 lines differ
- threejs-lighting — 100% identical, 12 lines differ
- threejs-lighting — 100% identical, 0 lines differ
- threejs-lighting — 100% identical, 0 lines differ
- threejs-lighting — 100% identical, 0 lines differ
- threejs-lighting — 100% identical, 0 lines differ
- threejs-lighting — 100% identical, 0 lines differ
- threejs-lighting — 97% identical, 3 lines differ
How it starts
The opening of the file, as written. The whole thing — 482 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js Lighting
Quick Start
import * as THREE from "three";
// Basic lighting setup
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);
Light Types Overview
| Light | Description | Shadow Support | Cost |
|---|---|---|---|
| AmbientLight | Uniform everywhere | No | Very Low |
| HemisphereLight | Sky/ground gradient | No | Very Low |
| DirectionalLight | Parallel rays (sun) | Yes | Low |
| PointLight | Omnidirectional (bulb) | Yes | Medium |
| SpotLight | Cone-shaped | Yes | Medium |
| RectAreaLight | Area light (window) | No* | High |
*RectAreaLight shadows require custom solutions
AmbientLight
Illuminates all objects equally. No direction, no shadows.
// AmbientLight(color, intensity)
const ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);
// Modify at runtime
ambient.color.set(0xffffcc);
ambient.intensity = 0.3;
HemisphereLight
Gradient from sky to ground color. Good for outdoor scenes.
// HemisphereLight(skyColor, groundColor, intensity)
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
hemi.position.set(0, 50, 0);
scene.add(hemi);
// Properties
hemi.color; // Sky color
hemi.groundColor; // Ground color
hemi.intensity;
DirectionalLight
Parallel light rays. Simulates distant light source (sun).
// DirectionalLight(color, intensity)
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 10, 5);
// Light points at target (default: 0, 0, 0)
dirLight.target.position.set(0, 0, 0);
scene.add(dirLight.target);
scene.add(dirLight);
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.
- 27d ago First seen · 482 lines · 35 tokens per session scan A 777875f7d6a7
threejs-lighting is a skill published in the GitHub repository fmflurry/settings-opencode (171 stars, last pushed 2d ago), licensed MIT. It adds 35 tokens to every session and 3,148 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-20.
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