threejs-scalable-real-time-shadows

threejs-scalable-real-time-shadows is a skill for Codex from linegel/threejs-complete-set-of-skill. It costs 66 tokens per session (1,947 once invoked), scanned A, original, ISC.

A set of instructions for choosing and building directional shadows in Three.js, a JavaScript 3D graphics library. It covers shadow maps for fixed areas, moving camera views, tiled coverage, and cached large-area shadows.

In plain words
What is it for?
Use it to select shadow-map layouts, stabilize projections, tune filtering and depth bias, and fix missing casters, receivers, bindings, or updates.
Why use it?
It helps match shadow quality and update cost to the scene instead of using a shadow setup that covers too much or becomes unstable.

Skill for Codex

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

Good fit Use it to select shadow-map layouts, stabilize projections, tune filtering and depth bias, and fix missing casters, receivers, bindings, or updates.

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Install with agentmods
npx agentmods add skills/linegel/threejs-complete-set-of-skill/threejs-scalable-real-time-shadows
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-scalable-real-time-shadows
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.

agentmods badge for threejs-scalable-real-time-shadows

README.md
[![agentmods](https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-scalable-real-time-shadows/github.svg)](https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-scalable-real-time-shadows)
Your own site
<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-scalable-real-time-shadows"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-scalable-real-time-shadows/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.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-scalable-real-time-shadows"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-scalable-real-time-shadows.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,947 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 $0.00066 $0.01947
Opus 5 $0.00033 $0.00974
Sonnet 5 $0.00013 $0.00389
Haiku 4.5 $0.00007 $0.00195

Measured 12d ago against content hash f2f777d80169, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

threejs-scalable-real-time-shadows 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 12d 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-scalable-real-time-shadows/SKILL.md · 174 lines

How it starts

The opening of the file, as written. The whole thing — 174 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Scalable Real-Time Shadows

Directional shadows are a fit problem: fit the smallest light-space representation that covers required caster-to-receiver rays, then spend work on the projection, filter, and updates receivers actually use.

$threejs-choose-skills is an optional multi-system coordinator. Use $threejs-visual-validation for capture/readback evidence.

1. Choose one topology

Compare the same seeded workload, projection, filter, and receiver policy:

Gate First r185 WebGPU branch Cost topology
A bounded receiver/caster volume passes world-texel and depth-precision gates one DirectionalLight shadow one view, one depth texture, one filter evaluation
Camera-depth coverage changes continuously CSMShadowNode L shadow views/maps; normally one active filter, two in a fade
One fixed orthographic footprint is partitioned spatially TileShadowNode one depth array, N backend layer passes, N containment branches, and a union render list that can draw each caster in every layer
Very large coverage persists and measured reuse survives invalidation custom cached clipmap L persistent levels; selected updates; L portable filters or one/two target-proven array/atlas filters
Casters deform or change broadly each frame one fitted shadow, CSM, or a same-light static/dynamic split Cache invalidation approaches full redraw.

Core and Tile shadow targets retain color-bearing attachments beside depth; VSM adds distribution/blur resources and passes. TileShadowNode updates all layers together and is not a persistent tile cache.

Classify consequential numbers as Derived from bounds/equations, Authored intent, Gated limits, or target Measured evidence.

Complete when: one topology is selected from measured draw/raster/receiver/ binding/reuse pressure, every rejected branch has a failed gate, and no copied map size, level count, bias, or millisecond promise drives the choice.

Read the full file on GitHub · 174 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. 12d ago First seen · 174 lines · 66 tokens per session scan A f2f777d80169

Subscribe to this mod's changes

threejs-scalable-real-time-shadows is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (6 stars, last pushed 1mo ago), licensed ISC. It adds 66 tokens to every session and 1,947 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.