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 GuitarAlchemist/ga --skill threejs-loadersgit clone --depth 1 https://github.com/GuitarAlchemist/gaWrote 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/guitaralchemist/ga/threejs-loaders)<a href="https://agentmods.dev/skills/guitaralchemist/ga/threejs-loaders"><img src="https://agentmods.dev/badge/skills/guitaralchemist/ga/threejs-loaders/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/guitaralchemist/ga/threejs-loaders"><img src="https://agentmods.dev/badge/skills/guitaralchemist/ga/threejs-loaders.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 | $0.00040 | $0.03589 |
| Opus 5 | $0.00020 | $0.01795 |
| Sonnet 5 | $0.00008 | $0.00718 |
| Haiku 4.5 | $0.00004 | $0.00359 |
Grade A, and why
threejs-loaders scanned grade A with 1 finding 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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
const response = await fetch(url, { signal: controller.signal }); This is a copy
89% identical to threejs-loaders — 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.
How it starts
The opening of the file, as written. The whole thing — 624 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js Loaders
Quick Start
import * as THREE from "three";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
// Load GLTF model
const loader = new GLTFLoader();
loader.load("model.glb", (gltf) => {
scene.add(gltf.scene);
});
// Load texture
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("texture.jpg");
LoadingManager
Coordinate multiple loaders and track progress.
const manager = new THREE.LoadingManager();
// Callbacks
manager.onStart = (url, loaded, total) => {
console.log(`Started loading: ${url}`);
};
manager.onLoad = () => {
console.log("All assets loaded!");
startGame();
};
manager.onProgress = (url, loaded, total) => {
const progress = (loaded / total) * 100;
console.log(`Loading: ${progress.toFixed(1)}%`);
updateProgressBar(progress);
};
manager.onError = (url) => {
console.error(`Error loading: ${url}`);
};
// Use manager with loaders
const textureLoader = new THREE.TextureLoader(manager);
const gltfLoader = new GLTFLoader(manager);
// Load assets
textureLoader.load("texture1.jpg");
textureLoader.load("texture2.jpg");
gltfLoader.load("model.glb");
// onLoad fires when ALL are complete
Texture Loading
TextureLoader
const loader = new THREE.TextureLoader();
// Callback style
loader.load(
"texture.jpg",
(texture) => {
// onLoad
material.map = texture;
material.needsUpdate = true;
},
undefined, // onProgress - not supported for image loading
(error) => {
// onError
console.error("Error loading texture", error);
},
);
// Synchronous (returns texture, loads async)
const texture = loader.load("texture.jpg");
material.map = texture;
Texture Configuration
const texture = loader.load("texture.jpg", (tex) => {
// Color space (important for color accuracy)
tex.colorSpace = THREE.SRGBColorSpace; // For color/albedo maps
// tex.colorSpace = THREE.LinearSRGBColorSpace; // For data maps (normal, roughness)
// Wrapping
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.RepeatWrapping;
// ClampToEdgeWrapping, RepeatWrapping, MirroredRepeatWrapping
// Repeat/offset
tex.repeat.set(2, 2);
tex.offset.set(0.5, 0.5);
tex.rotation = Math.PI / 4;
tex.center.set(0.5, 0.5);
// Filtering
tex.minFilter = THREE.LinearMipmapLinearFilter; // Default
tex.magFilter = THREE.LinearFilter; // Default
// NearestFilter - pixelated
// LinearFilter - smooth
// LinearMipmapLinearFilter - smooth with mipmaps
// Anisotropic filtering (sharper at angles)
tex.anisotropy = renderer.capabilities.getMaxAnisotropy();
// Flip Y (usually true for standard textures)
tex.flipY = true;
tex.needsUpdate = true;
});
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.
- 5d ago First seen · 624 lines · 40 tokens per session scan A 03e0d7319692
threejs-loaders is a skill published in the GitHub repository GuitarAlchemist/ga (2 stars, last pushed today), licensed MIT. It adds 40 tokens to every session and 3,589 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 1 finding (makes network calls). It is 89% identical to threejs-loaders, differing in 3 lines, and is treated as a copy.
Other skills, from other repositories
visual-ralph
Visual Ralph orchestration for frontend UI from generated references, static references, or live URL targets, using $ralph with built-in visual verdict and pixel-diff evidence until the implementation matches and leaves a reproducible design system.
debug-optimize-lcp
Guides debugging and optimizing Largest Contentful Paint (LCP) using Chrome DevTools MCP tools. Use this skill whenever the user asks about LCP performance, slow page loads, Core Web Vitals optimization, or wants to understand why their page's main content takes too long to appear. Also use when the user mentions…
repro-admin
Reproduce an EmDash admin UI bug. Attach a container, start the demo dev server, drive the admin with agent-browser using the dev-bypass session, and capture the reproduction as screenshots plus a replayable transcript.
create-site
Creates a new Power Pages code site (SPA) using React, Angular, Vue, or Astro. Guides through the full process from initial concept to deployed site: requirements discovery, scaffolding, component planning, design, implementation, validation, and deployment. Use when the user wants to create, build, or scaffold a new…
prototype-web
A clickable, high-fidelity web product prototype with navigation, a hero section, feature cards, steps, social proof, and optional pricing. It is designed to resemble a finished landing page while remaining a prototype.
menu-transitions-rtl
Animate react-horizontal-scrolling-menu scrolling and build right-to-left menus: noPolyfill defaults to true since v8, so transitionDuration (default 500), a custom-easing-function transitionBehavior, and per-call ScrollOptions { duration, boundary } on scrollToItem/scrollNext/scrollPrev are silently ignored unless…