threejs-bloom

threejs-bloom is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 44 tokens per session (389 once invoked), scanned A, original, MIT.

A guide for adding bloom, a glow around very bright parts of a 3D scene, in Three.js graphics.

In plain words
What is it for?
Use it to build single or selective glow effects, set emissive brightness and blur controls, and inspect the original scene, glow contribution, and final result.
Why use it?
It helps prevent glow that looks wrong because brightness, exposure, blur, and color processing were handled in the wrong order. It also addresses mistakes when temporarily changing materials to isolate selected objects.

Skill for Codex

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

Good fit Use it to build single or selective glow effects, set emissive brightness and blur controls, and inspect the original scene, glow contribution, and final result.

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Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-bloom
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 scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-bloom
Clone the repo
git clone --depth 1 https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills

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-bloom

README.md
[![agentmods](https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-bloom/github.svg)](https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-bloom)
Your own site
<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.

agentmods 80×15 button for threejs-bloom

Your own site · 80×15
<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>
Per session 44 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 389 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00044 $0.00389
Opus 5 $0.00022 $0.00195
Sonnet 5 $0.00009 $0.00078
Haiku 4.5 $0.00004 $0.00039

Measured 10d ago against content hash 072b5443531e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

skills/threejs-bloom/SKILL.md · 44 lines

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

  1. Inspect pre-tone-map luminance.
  2. Choose which scene values should bloom.
  3. Choose a single-node or dual selective-render ownership model.
  4. Calibrate threshold, radius, smooth width, and strength in HDR.
  5. Restore all substituted materials transactionally for selective passes.
  6. Composite before exposure/tone mapping.
  7. 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.

Files

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.

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. 10d ago First seen · 44 lines · 44 tokens per session scan A 072b5443531e

Subscribe to this mod's changes

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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