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-temporal-surfacesgit 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-temporal-surfaces)<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-temporal-surfaces"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-temporal-surfaces/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-temporal-surfaces"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-temporal-surfaces.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 | $0.00060 | $0.00579 |
| Opus 5 | $0.00030 | $0.00290 |
| Sonnet 5 | $0.00012 | $0.00116 |
| Haiku 4.5 | $0.00006 | $0.00058 |
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.
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 — 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.
What ships with it
9 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 313 B
- assets/touch-history-frost/main-normal.webp 11 KB
- assets/touch-history-frost/noise.webp 7.0 KB
- assets/touch-history-frost/sub-normal.webp 22 KB
- examples/refractive-window-rain/rain-window.frag 5.5 KB
- examples/refractive-window-rain/window-rain-effect.js 1.8 KB runs code
- examples/touch-history-frost/frost-surface-effect.js 20 KB runs code
- references/ping-pong-accumulation.md 6.0 KB
- references/refractive-window-rain.md 4.1 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.
- 10d ago First seen · 57 lines · 60 tokens per session scan A 95b601aed2e5
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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