threejs-webgl

threejs-webgl is a skill for Claude Code, Codex from Kevin-Liu-01/Agent-Machines. It costs 83 tokens per session (3,953 once invoked), scanned A, a copy of threejs-webgl, MIT.

A JavaScript toolkit for creating interactive 3D graphics in web browsers, using WebGL or WebGPU. It covers the building blocks of a 3D scene, such as objects, cameras, lights, surfaces, and animation.

In plain words
What is it for?
Use it for 3D product configurators, visualisations, games, and immersive web pages.
Why use it?
It gives you a structured way to build browser-based 3D scenes instead of managing low-level graphics code yourself.

Skill for Claude CodeCodex

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

Good fit Use it for 3D product configurators, visualisations, games, and immersive web pages.

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Install with agentmods
npx agentmods add skills/kevin-liu-01/agent-machines/threejs-webgl
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 Kevin-Liu-01/Agent-Machines --skill threejs-webgl
Clone the repo
git clone --depth 1 https://github.com/Kevin-Liu-01/Agent-Machines

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-webgl

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevin-liu-01/agent-machines/threejs-webgl/github.svg)](https://agentmods.dev/skills/kevin-liu-01/agent-machines/threejs-webgl)
Your own site
<a href="https://agentmods.dev/skills/kevin-liu-01/agent-machines/threejs-webgl"><img src="https://agentmods.dev/badge/skills/kevin-liu-01/agent-machines/threejs-webgl/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-webgl

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevin-liu-01/agent-machines/threejs-webgl"><img src="https://agentmods.dev/badge/skills/kevin-liu-01/agent-machines/threejs-webgl.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 83 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,953 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 $0.00083 $0.03953
Opus 5 $0.00042 $0.01976
Sonnet 5 $0.00017 $0.00791
Haiku 4.5 $0.00008 $0.00395

Measured 7d ago against content hash 2fb912c851db, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

threejs-webgl 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 7d 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

100% identical to threejs-webgl — 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.

knowledge/skills/threejs-webgl/SKILL.md · 582 lines

How it starts

The opening of the file, as written. The whole thing — 582 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js WebGL/WebGPU Development

Overview

Three.js is the industry-standard JavaScript library for creating 3D graphics in web browsers using WebGL and WebGPU. This skill provides comprehensive guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.

Core Concepts

Scene Graph Architecture

Three.js uses a hierarchical scene graph where all 3D objects are organized in a tree structure:

Scene
├── Camera
├── Lights
│   ├── AmbientLight
│   ├── DirectionalLight
│   └── PointLight
├── Meshes
│   ├── Mesh (Geometry + Material)
│   └── InstancedMesh
└── Groups

Essential Components

Every Three.js application requires these core elements:

  1. Scene: Container for all 3D objects
  2. Camera: Defines the viewing perspective
  3. Renderer: Draws the scene to canvas (WebGL or WebGPU)
  4. Geometry: Defines the shape of objects
  5. Material: Defines the surface appearance
  6. Mesh: Combines geometry and material

Quick Start Pattern

Basic Scene Setup

import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

// Scene, Camera, Renderer
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);

const camera = new THREE.PerspectiveCamera(
  75, // FOV
  window.innerWidth / window.innerHeight, // Aspect ratio
  0.1, // Near clipping plane
  1000 // Far clipping plane
);
camera.position.set(0, 2, 5);

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);

// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);

const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
scene.add(directionalLight);

// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;

// Animation Loop
function animate() {
  requestAnimationFrame(animate);
  controls.update();
  renderer.render(scene, camera);
}

animate();

// Handle Resize
window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

Read the full file on GitHub · 582 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. 7d ago First seen · 582 lines · 83 tokens per session scan A 2fb912c851db

Subscribe to this mod's changes

threejs-webgl is a skill published in the GitHub repository Kevin-Liu-01/Agent-Machines (27 stars, last pushed yesterday), licensed MIT. It adds 83 tokens to every session and 3,953 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to threejs-webgl, differing in 0 lines, and is treated as a copy.

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