threejs-water-optics

threejs-water-optics is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 88 tokens per session (695 once invoked), scanned A, original, MIT.

A Three.js toolkit for building realistic, bounded water surfaces and underwater optical effects in web-based 3D scenes. Three.js is a JavaScript library for rendering 3D graphics in a browser.

In plain words
What is it for?
Use it to create pools, small bodies of water, ripples, waves, sky reflections, underwater views, and light patterns seen through water.
Why use it?
It provides guidance for coordinating moving water geometry, surface normals, reflections, refraction, foam, caustics, and depth-based appearance instead of treating water as a simple blue material.

Skill for Codex

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

Good fit Use it to create pools, small bodies of water, ripples, waves, sky reflections, underwater views, and light patterns seen through water.

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Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-water-optics
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-water-optics
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.

agentmods badge for threejs-water-optics

README.md
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Your own site
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agentmods 80×15 button for threejs-water-optics

Your own site · 80×15
<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-water-optics"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-water-optics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 88 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 695 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 $0.00088 $0.00695
Opus 5 $0.00044 $0.00347
Sonnet 5 $0.00018 $0.00139
Haiku 4.5 $0.00009 $0.00069

Measured 11d ago against content hash 95d0aeb565fa, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

threejs-water-optics 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 2 executable files (examples/analytic-wave-optics/water-system.js, examples/interactive-pool-volume/water-volume-system.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-water-optics/SKILL.md · 66 lines

How it starts

The opening of the file, as written. The whole thing — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Water Optics

Treat water as geometry motion, surface orientation, and a participating optical layer. A blue transparent material is not a water system.

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.

For large stochastic seas driven by directional spectra and GPU FFTs, use $threejs-spectral-ocean instead.

Analytic surface build order

  1. Define wave bands and evaluate displacement.
  2. Derive the normal analytically from the same waves.
  3. Choose displaced geometry or explicitly normal-only water.
  4. Establish scene-color ownership for heuristic refraction.
  5. Declare whether absorption uses true depth or a fallback path-length estimate.
  6. Blend analytic reflection/refraction through side-aware Fresnel.
  7. Derive foam and glints from the shared wave response.
  8. Filter unresolved normal bands from derivatives.

Read references/water-surface-system.md for the exact five-wave displaced ocean, six-band normal-only water, optical hierarchy, and the limits that distinguish both from the spectral-ocean skill.

Read the analytic wave optics implementation for shared displacement/normals, derivative filtering, reflection, screen-space refraction, absorption, Fresnel, and crest-linked foam diagnostics.

Read the interactive pool volume implementation for bounded RGBA height/velocity/normal simulation, local drops, moving-sphere displacement suitable for draggable objects, differential-area caustics, and in-shader pool/water/sphere ray tracing against the pool bounds and sphere.

Failure conditions

  • normal texture motion does not agree with displaced crests;
  • heuristic refraction can sample foreground objects but the limitation is undisclosed;
  • fallback path length is presented as reconstructed scene thickness;
  • bounded pool caustics are a decorative projection detached from simulated height normals;
  • micro-waves alias into sparkling noise;
  • foam is a scrolling texture unrelated to the shared crest metric;
  • Fresnel is replaced by constant opacity;
  • reflection, refraction, and transparency are all added without energy control.

Read the full file on GitHub · 66 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 · 66 lines · 88 tokens per session scan A 95d0aeb565fa

Subscribe to this mod's changes

threejs-water-optics is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (800 stars, last pushed yesterday), licensed MIT. It adds 88 tokens to every session and 695 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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