threejs-dynamic-surface-effects

threejs-dynamic-surface-effects is a skill for Codex from linegel/threejs-complete-set-of-skill. It costs 56 tokens per session (1,900 once invoked), scanned A, original, ISC.

A Three.js WebGPU/TSL guide for screen-space surface effects that persist over time, such as touch marks, frost, thaw, or crystalline patterns. Screen-space means the effect is stored according to the rendered image rather than directly on a 3D object.

In plain words
What is it for?
Use it to accumulate full-screen or sparse surface changes, blur them at reduced resolution, render static crystal fields, and add history-based normal refraction.
Why use it?
It keeps visual history separate from physical inputs and defines when that history must be reset after changes to time, position, projection, or GPU resources.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit Use it to accumulate full-screen or sparse surface changes, blur them at reduced resolution, render static crystal fields, and add history-based normal refraction.

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Install with agentmods
npx agentmods add skills/linegel/threejs-complete-set-of-skill/threejs-dynamic-surface-effects
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 linegel/threejs-complete-set-of-skill --skill threejs-dynamic-surface-effects
Clone the repo
git clone --depth 1 https://github.com/linegel/threejs-complete-set-of-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.

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README.md
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Per session 56 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,900 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 original No closer match found 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 $0.00056 $0.01900
Opus 5 $0.00028 $0.00950
Sonnet 5 $0.00011 $0.00380
Haiku 4.5 $0.00006 $0.00190

Measured 11d ago against content hash ad4f1dfafe89, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

threejs-dynamic-surface-effects 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 11d 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.

skills/threejs-dynamic-surface-effects/SKILL.md · 177 lines

How it starts

The opening of the file, as written. The whole thing — 177 lines — stays where its author put it; the contents beside it link to each section on GitHub.

State-Transition Dynamic Surface Effects

Own viewport-locked appearance history and its composite. Route world/object residue to $threejs-particles-trails-and-effects, weather accumulation to $threejs-rain-snow-and-wet-surfaces, bounded water to $threejs-water-optics, and shared full-frame output decisions to $threejs-image-pipeline.

When temperature, phase, loading, wetness, contact, or weather drives the appearance, close this local handoff before step 1:

  • name the physical quantity and units, producer frame/origin, transform and origin generations, and projection into screen UV;
  • name the source interval, cadence, sample phase, immutable producer/version, and renderer consumer;
  • declare support/filter, validity, staleness, error, and missing-signal policy;
  • bind the GPU resource generation, producing and consuming passes, and completion dependency;
  • keep the physical source read-only and give screen history its own appearance version; reset it on incompatible clock, origin, transform, projection, or resource-generation changes.

Invoke $threejs-choose-skills when feedback or additional system owners are required. The physical owner retains authority; screen-UV history remains renderer-owned appearance state. Then read external appearance signals for local projection and reset rules.

Process

1. Define the state transition and ownership

Write one contract for:

  • each history channel and its dimensionless meaning;
  • the screen-space event shape, timestamp, pressure/strength, and UV origin;
  • evolution terms such as decay, deposition, diffusion, or no change;
  • the state clock, suspension/seek policy, and reset dependencies;
  • the one history writer, composite consumer, and final output owner;
  • any external physical signal and the decorative overlay kept separate from it.

For touch/frost history, a useful split is visible coverage in R and a smoother tilt/refraction response in A; G/B remain unused or explicitly diagnostic. The step is complete when every channel has one equation, writer, unit domain, clock, and consumer.

Read the full file on GitHub · 177 lines

Files

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.

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. 11d ago First seen · 177 lines · 56 tokens per session scan A ad4f1dfafe89

Subscribe to this mod's changes

threejs-dynamic-surface-effects is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (6 stars, last pushed 1mo ago), licensed ISC. It adds 56 tokens to every session and 1,900 once invoked, about $0.0003 per session on Opus 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 2026-08-31.

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