threejs-raymarched-space-effects

threejs-raymarched-space-effects is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 77 tokens per session (939 once invoked), scanned A, original, MIT.

Instructions for creating simulated space effects in Three.js, a JavaScript library for displaying 3D graphics in a web browser. The effects include distorted views of stars, black holes, wormholes, and glowing disks.

In plain words
What is it for?
Use it to build browser-based black-hole lensing, accretion disks, wormhole journeys, curved-ray scenes, procedural star fields, and related GPU graphics.
Why use it?
It explains how to calculate curved viewing rays, brightness, boundaries, and background sampling so these effects behave consistently during rendering.

Skill for Codex

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

Good fit Use it to build browser-based black-hole lensing, accretion disks, wormhole journeys, curved-ray scenes, procedural star fields, and related GPU graphics.

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Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-raymarched-space-effects
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-raymarched-space-effects
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.

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README.md
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Per session 77 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 939 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 $0.00077 $0.00939
Opus 5 $0.00039 $0.00469
Sonnet 5 $0.00015 $0.00188
Haiku 4.5 $0.00008 $0.00094

Measured 11d ago against content hash 5a9993119494, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

threejs-raymarched-space-effects 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 11d ago.

The scan reads SKILL.md. This mod also ships 4 executable files (examples/curved-ray-accretion-volume/curved-ray-effect.js, examples/schwarzschild-geodesic-black-hole/geodesic-black-hole-effect.js, examples/traversable-wormhole-transit/celestial-spheres.js, …), 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.

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-raymarched-space-effects/SKILL.md · 85 lines

How it starts

The opening of the file, as written. The whole thing — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Raymarched Space Effects

Treat these effects as numerical renderers with explicit integration state. The visual character depends on coordinate choice, step policy, and how rays interact with emissive structures.

This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.

Workflow

  1. Define the effect-space transform and camera ray.
  2. Choose a physical, physically inspired, or purely artistic bending model.
  3. Bound the integration domain.
  4. Track ray position, direction, throughput, and accumulated radiance.
  5. Detect crossings with disks, shells, throats, or event boundaries.
  6. Sample the background only after integration terminates, filtered by the ray-bundle footprint rather than point sampled.
  7. Add diagnostics for trajectory, step count, and termination reason.

Read references/curved-ray-integrators.md for the two wormhole throat models, observer transport through a throat, the artistic curved-ray accretion integrator, disk composition, and implementation defects.

Read references/lensed-celestial-spheres.md for footprint-filtered skies, flux-conserving star point spreads, dust extinction, bright sources under display clipping, progressive accumulation, and the bloom kernel a compact source needs.

Read the curved-ray accretion volume for the inverse-square steering loop, thin disk density, front-to-back accumulation, deterministic star environment, and integrator diagnostics.

Read the Schwarzschild geodesic black-hole effect for RK2 null-geodesic integration, interpolated equatorial disk crossings, Doppler/redshift disk emission, lensed procedural deep field, and HDR bloom composition.

Read the traversable wormhole transit for adaptive RK4 integration of the reduced geodesic system, an observer frame parallel-transported through the throat, exterior-region selection, progressive Halton accumulation, and the 13-tap bloom pyramid; its celestial spheres are a standalone GLSL chunk for the footprint-filtered galactic sky, resolved star layers, and the analytic ringed planet a lensed ray lands on.

Read the full file on GitHub · 85 lines

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. 11d ago First seen · 85 lines · 77 tokens per session scan A 5a9993119494

Subscribe to this mod's changes

threejs-raymarched-space-effects is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (800 stars, last pushed today), licensed MIT. It adds 77 tokens to every session and 939 once invoked, about $0.0004 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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