threejs-water-optics

threejs-water-optics is a skill for Codex from linegel/threejs-complete-set-of-skill. It costs 61 tokens per session (3,791 once invoked), scanned A, original, ISC.

A set of instructions for representing water and its visual effects in Three.js, a JavaScript 3D graphics library. It covers waves, coastlines, shallow water, wet and dry areas, body interaction, refraction, attenuation, and caustics.

In plain words
What is it for?
Use it for bounded water, coastal scenes, bathymetry, shoreline waves, local disturbances, wet surfaces, underwater visibility, and water interaction.
Why use it?
It helps choose a water model that matches what the scene must show, avoiding overly complex or unsuitable simulations.

Skill for Codex

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

Good fit Use it for bounded water, coastal scenes, bathymetry, shoreline waves, local disturbances, wet surfaces, underwater visibility, and water interaction.

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Install with agentmods
npx agentmods add skills/linegel/threejs-complete-set-of-skill/threejs-water-optics
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-water-optics
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-water-optics

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-water-optics"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-water-optics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,791 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 1 finding. 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 $0.00061 $0.03791
Opus 5.5 $0.00024 $0.01516
Sonnet 5.5 $0.00012 $0.00758
Haiku 4.5 $0.00006 $0.00379

Measured 1mo ago against content hash a057e97e34d9, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

threejs-water-optics scanned grade A with 1 finding 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 1mo ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/bounded-heightfield-dispersion.mjs), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

Makes network callslowCapability

Not a fault in itself. Listed so you know the mod talks to something, and to what.

**Branch complete when:** dispersion/group velocity, phase-loop or curl,
skills/threejs-water-optics/SKILL.md · 328 lines

How it starts

The opening of the file, as written. The whole thing — 328 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Water Optics

Select the least complex water representation that owns the requested observable, then derive displacement, derivatives, foam, wetness, and optical transport from that state.

1. Gate the water model

Required observable Representation Invalid when
Static surface and bathymetry; only bottom visibility, refraction, attenuation, or caustics matter Static bathymetry plus optical transport Surface motion, waterline motion, or interaction is required
Prescribed coast-following crests; no flow or interaction claim Coast SDF plus prescribed shoreline phase Diffraction, run-up, bulk flow, or changing wet/dry topology matters
Few coherent waves; no local disturbance Parametric displaced surface Broad stochastic bands or dense interaction dominate
Bounded weak waves and local impulses Linear heightfield Breaking, bulk flow, or wet/dry topology matters
Fixed bathymetry; phase-averaged shoaling/refraction Wave action or rays Diffraction, interference, or instantaneous crest parity matters
Fixed bathymetry; linear diffraction/interference Frequency-domain mild slope Breaking, run-up, moving bed, or live broad spectra matter
Long waves over permanently wet variable depth Linear elevation/discharge shallow water Wet/dry fronts, bores, or finite-amplitude flow matter
Run-up, bores, depth-averaged wakes, or changing wet topology Positivity-preserving nonlinear shallow water Dispersive or three-dimensional breaking is required
Overturning, entrained air, jets, or three-dimensional vortices External free-surface/particle/VOF solver A single-valued or depth-averaged model is sufficient
Body motion affects water and water reaction affects the body Selected water solver plus the two-way coupling branch One-way visual following or a prescribed wake is sufficient

Route broad homogeneous wind sea or swell to $threejs-spectral-ocean. Normal- only detail is a display optimization, not another physical owner.

Read the full file on GitHub · 328 lines

Files

What ships with it

5 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. 1mo ago Changed · +10 lines a057e97e34d9
  2. 2mo ago First seen · 318 lines · 61 tokens per session scan A 9a9cdaf398f3

Subscribe to this mod's changes

threejs-water-optics is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (11 stars, last pushed 1mo ago), licensed ISC. It adds 61 tokens to every session and 3,791 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.