threejs-temporal-surfaces

threejs-temporal-surfaces is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 60 tokens per session (579 once invoked), scanned A, original, MIT.

A guide for creating interactive surface effects in Three.js, a JavaScript library for 3D graphics in web pages. It covers effects such as frost, rain droplets, refraction, and blur that respond to touch or build up over time.

In plain words
What is it for?
Use it to build touch-driven frost and thaw, wet-glass rain, crystalline masks, blurred backgrounds, and refractive surfaces in Three.js.
Why use it?
It helps avoid choosing the wrong way to represent an effect—for example, using stored visual history when an effect can be calculated directly, or relying only on changing noise for real accumulation.

Skill for Codex

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

Good fit Use it to build touch-driven frost and thaw, wet-glass rain, crystalline masks, blurred backgrounds, and refractive surfaces in Three.js.

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Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-temporal-surfaces
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-temporal-surfaces
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 60 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 579 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 $0.00060 $0.00579
Opus 5 $0.00030 $0.00290
Sonnet 5 $0.00012 $0.00116
Haiku 4.5 $0.00006 $0.00058

Measured 10d ago against content hash 95b601aed2e5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

threejs-temporal-surfaces 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.

The scan reads SKILL.md. This mod also ships 2 executable files (examples/refractive-window-rain/window-rain-effect.js, examples/touch-history-frost/frost-surface-effect.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-temporal-surfaces/SKILL.md · 57 lines

How it starts

The opening of the file, as written. The whole thing — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Temporal Surfaces

Choose persistent history or procedural screen-space evolution explicitly. Do not fake accumulation with time-only noise, and do not allocate history for an effect whose complete state is analytic in time.

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.

Pipeline

persistent surface: input -> ping-pong state -> blur -> structure -> refraction
procedural surface: time/coverage -> analytic field -> optical normal -> refraction/blur

Read references/ping-pong-accumulation.md for an exact frost pass graph, pointer-history channels, blur and refraction coupling, and implementation defects that must be corrected.

Read the touch-history frost implementation for the previous/deposit/next state transition, reduced blur, static structures, frost-mask composition, and two-scale refraction.

Read references/refractive-window-rain.md and the refractive window rain implementation for layered static and travelling droplets, finite-difference optical normals, background refraction, stochastic disc blur, aspect fill, and presentation.

Rules

  • Separate persistent state, analytic procedural state, and scene color.
  • Preserve separate visible-mask and tilt-response channels.
  • Use half-float for this history path unless a measured lower format is equivalent.
  • Convert per-frame history decay to frame-rate-independent decay.
  • Run the two-pass scene blur at reduced resolution.
  • Pre-render static procedural textures once.
  • Define and test resize/reset behavior for both history targets and static targets.
  • Do not route world footprints, object-UV paint, or simulation-plane wetness here; this skill is view-aligned or screen-space.

Read the full file on GitHub · 57 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. 10d ago First seen · 57 lines · 60 tokens per session scan A 95b601aed2e5

Subscribe to this mod's changes

threejs-temporal-surfaces is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (795 stars, last pushed 13d ago), licensed MIT. It adds 60 tokens to every session and 579 once invoked, about $0.0003 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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