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 scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-bloomgit clone --depth 1 https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-SkillsWrote 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/scottstts/threejs-awesome-graphics-agent-skills/threejs-bloom)<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-bloom"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-bloom/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/scottstts/threejs-awesome-graphics-agent-skills/threejs-bloom"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-bloom.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00044 | $0.00389 |
| Opus 5 | $0.00022 | $0.00195 |
| Sonnet 5 | $0.00009 | $0.00078 |
| Haiku 4.5 | $0.00004 | $0.00039 |
Grade A, and why
threejs-bloom 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 10d 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.
What it actually says
Bloom
Bloom is a camera/display response to bright HDR signal. Establish scene exposure and emissive luminance before tuning blur.
Workflow
- Inspect pre-tone-map luminance.
- Choose which scene values should bloom.
- Choose a single-node or dual selective-render ownership model.
- Calibrate threshold, radius, smooth width, and strength in HDR.
- Restore all substituted materials transactionally for selective passes.
- Composite before exposure/tone mapping.
- Validate base, contribution, and final views.
Read references/hdr-bloom-system.md for the HDR ordering, dual selective-bloom transaction, compact emissive hierarchy, and the costs and limits of each ownership model.
Apply the material substitution/restoration ownership pattern in the reference before adding selective bloom to a composed scene.
Failure conditions
- bloom creates the only visible form of an effect;
- all bright materials share one arbitrary emission multiplier;
- threshold is tuned after tone mapping;
- selective bloom requires mutating scene materials every frame without restoration guarantees;
- transparent particles disappear from extraction because pass ownership is unclear;
- bloom radius changes wildly with resolution;
- highlights become gray because energy is clamped too early.
Routing boundary
Use $threejs-exposure-color-grading for metering, adaptation, tone mapping,
and LUTs. Load $threejs-image-pipeline only when bloom must be composed with
several shared image-space systems. A per-pixel ray integrator that owns its own
reduced-resolution target and accumulation history keeps its bloom internal;
route that to $threejs-raymarched-space-effects.
What ships with it
2 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.
- 10d ago First seen · 44 lines · 44 tokens per session scan A 072b5443531e
threejs-bloom is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (795 stars, last pushed 13d ago), licensed MIT. It adds 44 tokens to every session and 389 once invoked, about $0.0002 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 2026-08-30.
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