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 linegel/threejs-complete-set-of-skill --skill threejs-dynamic-surface-effectsgit clone --depth 1 https://github.com/linegel/threejs-complete-set-of-skillWrote 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/linegel/threejs-complete-set-of-skill/threejs-dynamic-surface-effects)<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-dynamic-surface-effects"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-dynamic-surface-effects/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/linegel/threejs-complete-set-of-skill/threejs-dynamic-surface-effects"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-dynamic-surface-effects.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 | $0.00056 | $0.01900 |
| Opus 5.5 | $0.00022 | $0.00760 |
| Sonnet 5.5 | $0.00011 | $0.00380 |
| Haiku 4.5 | $0.00006 | $0.00190 |
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 2mo 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 — 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.
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.
- 2mo ago First seen · 177 lines · 56 tokens per session scan A ad4f1dfafe89
threejs-dynamic-surface-effects is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (11 stars, last pushed 1mo ago), licensed ISC. It adds 56 tokens to every session and 1,900 once invoked, about $0.0002 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 2026-08-31.
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