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-shadow-systemsgit 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-shadow-systems)<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems/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-shadow-systems"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems.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 | $0.00058 | $0.00402 |
| Opus 5.5 | $0.00023 | $0.00161 |
| Sonnet 5.5 | $0.00012 | $0.00080 |
| Haiku 4.5 | $0.00006 | $0.00040 |
Grade A, and why
threejs-shadow-systems 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 1mo 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
Shadow Systems
Use a single shadow map only when its receiver region is genuinely bounded. For large moving views, make shadow coverage an explicit spatial hierarchy.
Cached clipmap workflow
- Define concentric light-space square levels.
- Snap each level center to its own texel grid.
- Cross-fade adjacent levels in shader space.
- Refresh near levels continuously.
- Cache coarse levels and update them under a frame budget.
- Invalidate intersecting levels when important casters or streamed terrain change.
- Scale normal bias by world-space texel width.
Read references/cached-clipmap-shadows.md before implementing a large-world directional light.
Read the cached shadow clipmaps for three light-space square levels, per-level texel snapping, containment cross-fades, cached coarse updates, scaled bias, and unshadowed outside weight.
Failure conditions
- projection centers move by fractions of a texel;
- shader containment does not match the map's committed center;
- all cascades refresh every frame without evidence;
- coarse levels freeze moving casters indefinitely;
- depth texture samples occur in divergent fragment control flow;
- the same normal bias is used across radically different texel sizes;
- level boundaries become visible under camera motion.
Routing boundary
Use this skill for light-space directional shadow maps. Use
$threejs-screen-space-ambient-occlusion for view-dependent ambient
visibility; AO is not a replacement for cast shadows.
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.
- 1mo ago First seen · 42 lines · 58 tokens per session scan A 0d0ca70a37b2
threejs-shadow-systems is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (931 stars, last pushed 3d ago), licensed MIT. It adds 58 tokens to every session and 402 once invoked, about $0.0002 per session on Opus 5.5. 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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