threejs-sky-atmosphere-and-haze

threejs-sky-atmosphere-and-haze is a skill for Codex from linegel/threejs-complete-set-of-skill. It costs 50 tokens per session (1,811 once invoked), scanned A, original, ISC.

A guide for creating skies, atmospheric scattering, and distance haze in Three.js, a JavaScript 3D graphics library.

In plain words
What is it for?
It supports local authored skies and fog, planetary skies, depth-aware aerial perspective, atmosphere-based sun and sky lighting, and comparisons against reference calculations.
Why use it?
It helps select an atmosphere model that matches the required visual or physical accuracy while keeping lighting, color handling, and final display consistent.

Skill for Codex

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

Good fit It supports local authored skies and fog, planetary skies, depth-aware aerial perspective, atmosphere-based sun and sky lighting, and comparisons against reference calculations.

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Install with agentmods
npx agentmods add skills/linegel/threejs-complete-set-of-skill/threejs-sky-atmosphere-and-haze
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-sky-atmosphere-and-haze
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-sky-atmosphere-and-haze

README.md
[![agentmods](https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-sky-atmosphere-and-haze/github.svg)](https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-sky-atmosphere-and-haze)
Your own site
<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-sky-atmosphere-and-haze"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-sky-atmosphere-and-haze/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-sky-atmosphere-and-haze"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-sky-atmosphere-and-haze.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,811 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 $0.00050 $0.01811
Opus 5 $0.00025 $0.00905
Sonnet 5 $0.00010 $0.00362
Haiku 4.5 $0.00005 $0.00181

Measured 12d ago against content hash 4e5c038f2039, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

threejs-sky-atmosphere-and-haze 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-sky-atmosphere-and-haze/SKILL.md · 183 lines

How it starts

The opening of the file, as written. The whole thing — 183 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Sky, Atmosphere, and Haze

Build every branch around one atmosphere model, one scene-linear HDR path, and one final-output owner.

Process

1. Select the transport claim

Choose the least expensive branch that supports the requested observable:

Need Branch Valid claim
Regional authored sky, distance haze, or height haze SkyMesh plus TSL fog/haze Authored appearance in a bounded local frame
Real-time planetary sky and aerial perspective Compact Hillaire-style LUTs Approximate higher-order transport within measured error
Fixed atmosphere with stricter spectral/angular accuracy Bruneton-style scattering orders or an offline solve Accuracy demonstrated against the chosen reference

Use the compact branch for changing cameras and suns. Use the higher-order branch when its regeneration cost and higher-dimensional products fit the actual workload. Keep an offline integrator as reference evidence rather than visible-pixel runtime work.

Complete when: the implementation names one branch, its supported spatial domain, its physical-versus-authored claim, and the error or visual criterion that admits it.

2. Establish one model

Declare one length unit for radii, positions, and integration steps; store extinction/scattering coefficients in its reciprocal unit so beta * ds is dimensionless. Define the body or local frame, origin policy, altitude model, sun direction convention, spectral/working basis, and whether the solar source is normal irradiance or finite-disc radiance.

Initialize WebGPURenderer, await renderer.init(), and confirm the native WebGPU backend before allocating compute/storage products. Use NoColorSpace for transport data and keep radiance scene-linear until the host output stage.

For physically dimensioned extinction, LUT radiometry, mapping equations, phase conventions, product dependencies, imported LUT/product compatibility, or the single unit-equivalence fixture, read references/atmosphere-transport.md.

Read the full file on GitHub · 183 lines

Files

What ships with it

4 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 · 183 lines · 50 tokens per session scan A 4e5c038f2039

Subscribe to this mod's changes

threejs-sky-atmosphere-and-haze is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (6 stars, last pushed 1mo ago), licensed ISC. It adds 50 tokens to every session and 1,811 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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