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 Impertio-Studio/Three.js-Claude-Skill-Package --skill threejs-syntax-shadersgit clone --depth 1 https://github.com/Impertio-Studio/Three.js-Claude-Skill-PackageWrote 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/impertio-studio/three.js-claude-skill-package/threejs-syntax-shaders)<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-syntax-shaders"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-syntax-shaders/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/impertio-studio/three.js-claude-skill-package/threejs-syntax-shaders"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-syntax-shaders.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 | $0.00127 | $0.03045 |
| Opus 5.5 | $0.00051 | $0.01218 |
| Sonnet 5.5 | $0.00025 | $0.00609 |
| Haiku 4.5 | $0.00013 | $0.00304 |
Grade A, and why
threejs-syntax-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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 352 lines — stays where its author put it; the contents beside it link to each section on GitHub.
threejs-syntax-shaders
Quick Reference
ShaderMaterial vs RawShaderMaterial
| Aspect | ShaderMaterial | RawShaderMaterial |
|---|---|---|
| Built-in uniforms | Automatically injected | NONE -- you MUST declare everything |
| Built-in attributes | Automatically declared | NONE -- you MUST declare everything |
#include <chunk> |
Supported | NOT supported |
| Precision declaration | Automatic | You MUST add precision mediump float; |
| Use case | Extend Three.js rendering | Full shader control, porting external shaders |
| Performance | Slight overhead from unused built-ins | Minimal shader overhead |
Uniform Type Map
| GLSL Type | JavaScript Value |
|---|---|
float |
{ value: 1.0 } |
int |
{ value: 1 } |
bool |
{ value: true } |
vec2 |
{ value: new THREE.Vector2() } |
vec3 |
{ value: new THREE.Vector3() } or { value: new THREE.Color() } |
vec4 |
{ value: new THREE.Vector4() } |
mat3 |
{ value: new THREE.Matrix3() } |
mat4 |
{ value: new THREE.Matrix4() } |
sampler2D |
{ value: texture } (a THREE.Texture instance) |
samplerCube |
{ value: cubeTexture } |
float[] |
{ value: [1.0, 2.0, 3.0] } |
vec3[] |
{ value: [new THREE.Vector3(), ...] } |
Critical Warnings
NEVER pass a bare value as a uniform -- ALWAYS wrap it in { value: ... }. Writing uniforms: { uTime: 0.0 } silently fails; ALWAYS write uniforms: { uTime: { value: 0.0 } }.
NEVER declare built-in uniforms or attributes in a ShaderMaterial shader -- Three.js injects them automatically. Redeclaring causes a GLSL compilation error.
ALWAYS declare ALL uniforms, attributes, and precision in RawShaderMaterial shaders -- nothing is injected for you.
NEVER use gl_FragColor or texture2D() when glslVersion is THREE.GLSL3 -- use a declared out vec4 variable and texture() instead.
ALWAYS call material.needsUpdate = true after changing defines -- defines are compiled into the shader, so changes require recompilation.
What ships with it
3 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.
- 1mo ago First seen · 352 lines · 127 tokens per session scan A 7da94c88c7d8
threejs-syntax-shaders is a skill published in the GitHub repository Impertio-Studio/Three.js-Claude-Skill-Package (23 stars, last pushed 3mo ago), licensed MIT. It adds 127 tokens to every session and 3,045 once invoked, about $0.0005 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 2026-08-30.
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