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-spectral-oceangit 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-spectral-ocean)<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-spectral-ocean"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-spectral-ocean/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-spectral-ocean"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-spectral-ocean.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium analysis-evasion · line 1 Suspicious Unicode normalization or mixed-script contentFix: Review the flagged content for security risks. Ensure no credentials, secrets, or sensitive data are exposed.
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 | $0.00139 | $0.01611 |
| Opus 5 | $0.00069 | $0.00805 |
| Sonnet 5 | $0.00028 | $0.00322 |
| Haiku 4.5 | $0.00014 | $0.00161 |
Grade A, and why
threejs-spectral-ocean 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 12d 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.
How it starts
The opening of the file, as written. The whole thing — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Spectral Ocean
Choose the representation that owns the requested view. Open-water sea states use explicit frequency-space ownership. A beach-level breaker view uses a coupled band-limited wave field, coast representation, swash state, foam history, and sand response. Do not reduce either target to scrolling normal maps or unrelated foam noise.
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.
Spectral build order
- Define the sea-state spectrum and deterministic Gaussian seed.
- Partition wavelengths into disjoint cascades.
- Validate the inverse FFT independently with analytic inputs.
- Generate and conjugate-pack the initial spectrum.
- Evolve packed displacement and derivative fields in frequency space.
- Inverse-transform every packed field with explicit inter-step barriers.
- Assemble displacement, derivatives, and persistent Jacobian foam maps.
- Shade from summed cascade displacement and derivatives.
- Add sub-grid detail only below the resolved simulation bands.
- Expose spectrum, height, slopes, Jacobian, and foam-history diagnostics.
Read references/spectral-cascade-ocean-system.md before implementing or auditing a spectral ocean.
Read references/coastal-breaker-and-swash-ocean.md before implementing or auditing the water-to-wet-sand transition of a coastal breaker system.
Read the spectral cascade ocean system and its adjacent spectrum, FFT, material, and detail modules for the cascade, FFT, derivative, Jacobian, foam-history, and shading contracts. Its WebGL2 fragment-FFT backend is an explicit compatibility tier; preserve the production WebGPU/TSL architecture described in the reference when the target supports it.
Read the hybrid clear-water ocean material when the target needs FFT displacement with authored long swell, clear shallow refraction, animated sand-bed caustics, Beer-Lambert color, shared sky reflection, side-aware above/below surface normals, GGX sun highlights, and foam diagnostics.
What ships with it
45 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.
- agents/openai.yaml 529 B
- assets/coastal-breaker-ocean/sand-base.jpg 1054 KB
- assets/coastal-breaker-ocean/sand-normal.jpg 1544 KB
- assets/stylized-above-below-ocean/foam.webp 42 KB
- assets/stylized-above-below-ocean/sand.webp 144 KB
- examples/coastal-breaker-ocean/coastal-breaker-ocean.js 6.6 KB runs code
- examples/coastal-breaker-ocean/source/chain.js 11 KB runs code
- examples/coastal-breaker-ocean/source/coast.js 8.2 KB runs code
- examples/coastal-breaker-ocean/source/foam.js 2.9 KB runs code
- examples/coastal-breaker-ocean/source/noise.js 13 KB runs code
- examples/coastal-breaker-ocean/source/ocean.js 10.0 KB runs code
- examples/coastal-breaker-ocean/source/tsl.js 30 KB runs code
- examples/coastal-breaker-ocean/source/wave-field.js 3.4 KB runs code
- examples/hybrid-clear-water-ocean/hybrid-ocean-material.js 23 KB runs code
- examples/spectral-cascade-ocean/detail-texture.js 2.7 KB runs code
- examples/spectral-cascade-ocean/fft-pipeline.js 7.7 KB runs code
- examples/spectral-cascade-ocean/ocean-material.js 10 KB runs code
- examples/spectral-cascade-ocean/ocean-system.js 11 KB runs code
- examples/spectral-cascade-ocean/spectrum.js 6.1 KB runs code
- examples/stylized-above-below-ocean/stylized-ocean-material.js 20 KB runs code
- examples/submerged-snell-ocean/source/caustics.ts 8.5 KB runs code
- examples/submerged-snell-ocean/source/current.ts 1.2 KB runs code
- examples/submerged-snell-ocean/source/fft-compute.ts 6.8 KB runs code
- examples/submerged-snell-ocean/source/grade.ts 3.0 KB runs code
- examples/submerged-snell-ocean/source/interface-structure-layer.ts 32 KB runs code
- examples/submerged-snell-ocean/source/medium.ts 13 KB runs code
- examples/submerged-snell-ocean/source/noise.ts 1.6 KB runs code
- examples/submerged-snell-ocean/source/ocean-foam.ts 16 KB runs code
- examples/submerged-snell-ocean/source/ocean-material.ts 41 KB runs code
- examples/submerged-snell-ocean/source/ocean-skirt-geometry.ts 6.2 KB runs code
- examples/submerged-snell-ocean/source/ocean-spectrum.ts 5.8 KB runs code
- examples/submerged-snell-ocean/source/ocean-system.ts 4.8 KB runs code
- examples/submerged-snell-ocean/source/optical-constants.ts 568 B runs code
- examples/submerged-snell-ocean/source/random.ts 1.7 KB runs code
- examples/submerged-snell-ocean/source/seabed-material.ts 1.7 KB runs code
- examples/submerged-snell-ocean/source/seabed-radiance.ts 596 B runs code
- examples/submerged-snell-ocean/source/seabed-surface.ts 2.4 KB runs code
- examples/submerged-snell-ocean/source/sky-dome.ts 2.6 KB runs code
- examples/submerged-snell-ocean/source/sky-radiance.ts 3.0 KB runs code
- examples/submerged-snell-ocean/source/sun.ts 955 B runs code
- examples/submerged-snell-ocean/source/wake-foam-map.ts 8.3 KB runs code
- examples/submerged-snell-ocean/source/wave-sim.ts 9.4 KB runs code
- examples/submerged-snell-ocean/underwater-snell-ocean.ts 2.2 KB runs code
- references/coastal-breaker-and-swash-ocean.md 9.0 KB
- references/spectral-cascade-ocean-system.md 20 KB
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.
- 12d ago First seen · 115 lines · 139 tokens per session scan A fcca7d67f273
threejs-spectral-ocean is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (800 stars, last pushed yesterday), licensed MIT. It adds 139 tokens to every session and 1,611 once invoked, about $0.0007 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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