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scottstts/Threejs-Awesome-Graphics-Agent-Skills
A three.js agent skills for producing awesome graphics for scenes and games
History
Review weekly changes to SKILL.md before updating. Dates mark the weeks in which we observed each version; checks apply to the recorded commits.
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skills/threejs-atmosphere-aerial-perspective/SKILL.md
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Verified commit 53eb5a24097425d82532ec33697ad472750132a4
git clone --filter=blob:none --no-checkout https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills.git .hotskills/scottstts-threejs-awesome-graphics-agent-skills && git -C .hotskills/scottstts-threejs-awesome-graphics-agent-skills checkout --detach 53eb5a24097425d82532ec33697ad472750132a4
# Copy each selected skill directory from .hotskills/scottstts-threejs-awesome-graphics-agent-skills into .claude/skills/<skill-name>/git clone --filter=blob:none --no-checkout https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills.git .hotskills/scottstts-threejs-awesome-graphics-agent-skills && git -C .hotskills/scottstts-threejs-awesome-graphics-agent-skills checkout --detach 53eb5a24097425d82532ec33697ad472750132a4
# Copy each selected skill directory from .hotskills/scottstts-threejs-awesome-graphics-agent-skills into .agents/skills/<skill-name>/Heat
5.6- Star growth, last 7 daysAhead of 92% of tracked repositories
- Star growth, last 24 hoursAhead of 3% of tracked repositories
- Rank movement, last 7 daysAhead of 62% of tracked repositories
- Commits, last 30 daysAhead of 71% of tracked repositories
- Accounts asking about it through MCP, last 7 daysNot available
- Hot votes this weekAhead of 0% of tracked repositories
Heat never changes the order by stars, and sponsorship never touches it. How heat works
Stars over time
Individual skills in this repository
- threejs-atmosphere-aerial-perspective
skills/threejs-atmosphere-aerial-perspective - threejs-bloom
skills/threejs-bloom - threejs-camera-direction
skills/threejs-camera-direction - threejs-exposure-color-grading
skills/threejs-exposure-color-grading - threejs-image-pipeline
skills/threejs-image-pipeline - threejs-parallax-occlusion-mapping
skills/threejs-parallax-occlusion-mapping - threejs-precipitation-surfaces
skills/threejs-precipitation-surfaces - threejs-procedural-animation
skills/threejs-procedural-animation - threejs-procedural-architecture
skills/threejs-procedural-architecture - threejs-procedural-fields
skills/threejs-procedural-fields - threejs-procedural-geometry
skills/threejs-procedural-geometry - threejs-procedural-materials
skills/threejs-procedural-materials - threejs-procedural-planets
skills/threejs-procedural-planets - threejs-procedural-vegetation
skills/threejs-procedural-vegetation - threejs-procedural-vfx
skills/threejs-procedural-vfx - threejs-raymarched-space-effects
skills/threejs-raymarched-space-effects - threejs-screen-space-ambient-occlusion
skills/threejs-screen-space-ambient-occlusion - threejs-shadow-systems
skills/threejs-shadow-systems - threejs-skill-router
skills/threejs-skill-router - threejs-spectral-ocean
skills/threejs-spectral-ocean - threejs-temporal-surfaces
skills/threejs-temporal-surfaces - threejs-visual-validation
skills/threejs-visual-validation - threejs-volumetric-clouds
skills/threejs-volumetric-clouds - threejs-water-optics
skills/threejs-water-optics
How it works
threejs-atmosphere-aerial-perspective
When your agent uses it
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space transitions, Rayleigh/Mie scattering, precomputed LUTs, depth-based transmittance and inscattering, sun/moon discs, and atmosphere-aware lighting.
What it loads into context
Frontmatter
69 tokensAlways available to the agent
SKILL.md
571 tokensWhen the skill is activated
Reference documents
1,717 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Choose the implementation tier
- Required outputs
- Failure conditions
- Routing boundary
Scripts executed separately
examples/lut-aerial-perspective/atmosphere-effect.jsexamples/lut-aerial-perspective/source/atmosphere/AerialPerspectiveEffect.tsexamples/lut-aerial-perspective/source/atmosphere/AtmosphereMaterialBase.tsexamples/lut-aerial-perspective/source/atmosphere/AtmosphereParameters.tsexamples/lut-aerial-perspective/source/atmosphere/IrradianceMaskPass.tsexamples/lut-aerial-perspective/source/atmosphere/PrecomputedTexturesLoader.tsexamples/lut-aerial-perspective/source/atmosphere/SkyLightProbe.tsexamples/lut-aerial-perspective/source/atmosphere/SkyMaterial.tsexamples/lut-aerial-perspective/source/atmosphere/StarsGeometry.tsexamples/lut-aerial-perspective/source/atmosphere/StarsMaterial.tsexamples/lut-aerial-perspective/source/atmosphere/SunDirectionalLight.tsexamples/lut-aerial-perspective/source/atmosphere/blackBodyChromaticity.tsexamples/lut-aerial-perspective/source/atmosphere/celestialDirections.tsexamples/lut-aerial-perspective/source/atmosphere/constants.tsexamples/lut-aerial-perspective/source/atmosphere/getAltitudeCorrectionOffset.tsexamples/lut-aerial-perspective/source/atmosphere/getSunLightColor.tsexamples/lut-aerial-perspective/source/atmosphere/helpers/functions.tsexamples/lut-aerial-perspective/source/atmosphere/helpers/sampleTexture.tsexamples/lut-aerial-perspective/source/atmosphere/index.tsexamples/lut-aerial-perspective/source/atmosphere/shaders/index.tsexamples/lut-aerial-perspective/source/atmosphere/types.tsexamples/lut-aerial-perspective/source/effects/DepthEffect.tsexamples/lut-aerial-perspective/source/effects/DitheringEffect.tsexamples/lut-aerial-perspective/source/effects/DownsampleThresholdMaterial.tsexamples/lut-aerial-perspective/source/effects/GeometryEffect.tsexamples/lut-aerial-perspective/source/effects/GeometryPass.tsexamples/lut-aerial-perspective/source/effects/LensFlareEffect.tsexamples/lut-aerial-perspective/source/effects/LensFlareFeaturesMaterial.tsexamples/lut-aerial-perspective/source/effects/NormalEffect.tsexamples/lut-aerial-perspective/source/effects/createHaldLookupTexture.tsexamples/lut-aerial-perspective/source/effects/index.tsexamples/lut-aerial-perspective/source/effects/setupMaterialsForGeometryPass.tsexamples/lut-aerial-perspective/source/geospatial/ArrayBufferLoader.tsexamples/lut-aerial-perspective/source/geospatial/DataLoader.tsexamples/lut-aerial-perspective/source/geospatial/EXR3DLoader.tsexamples/lut-aerial-perspective/source/geospatial/Ellipsoid.tsexamples/lut-aerial-perspective/source/geospatial/EllipsoidGeometry.tsexamples/lut-aerial-perspective/source/geospatial/Geodetic.tsexamples/lut-aerial-perspective/source/geospatial/PointOfView.tsexamples/lut-aerial-perspective/source/geospatial/Rectangle.tsexamples/lut-aerial-perspective/source/geospatial/STBNLoader.tsexamples/lut-aerial-perspective/source/geospatial/Texture3DLoader.tsexamples/lut-aerial-perspective/source/geospatial/TileCoordinate.tsexamples/lut-aerial-perspective/source/geospatial/TilingScheme.tsexamples/lut-aerial-perspective/source/geospatial/TypedArrayLoader.tsexamples/lut-aerial-perspective/source/geospatial/assertions.tsexamples/lut-aerial-perspective/source/geospatial/bufferGeometry.tsexamples/lut-aerial-perspective/source/geospatial/constants.tsexamples/lut-aerial-perspective/source/geospatial/decorators.tsexamples/lut-aerial-perspective/source/geospatial/defineShorthand.tsexamples/lut-aerial-perspective/source/geospatial/helpers/projectOnEllipsoidSurface.tsexamples/lut-aerial-perspective/source/geospatial/index.tsexamples/lut-aerial-perspective/source/geospatial/math.tsexamples/lut-aerial-perspective/source/geospatial/resolveIncludes.tsexamples/lut-aerial-perspective/source/geospatial/shaders/index.tsexamples/lut-aerial-perspective/source/geospatial/typedArray.tsexamples/lut-aerial-perspective/source/geospatial/typedArrayParsers.tsexamples/lut-aerial-perspective/source/geospatial/types.tsexamples/lut-aerial-perspective/source/geospatial/unrollLoops.tsexamples/lut-aerial-perspective/source/vendor/tiny-invariant.tsexamples/lut-aerial-perspective/source/vendor/url-join.ts
Files
SKILL.mdcore2,775 bytesagents/openai.yamlasset242 bytesassets/lut-aerial-perspective/THIRD_PARTY_LICENSES.mddoc1,218 bytesassets/lut-aerial-perspective/irradiance.binasset8,192 bytesassets/lut-aerial-perspective/irradiance.exrasset2,306 bytesassets/lut-aerial-perspective/scattering.binasset8,388,608 bytesassets/lut-aerial-perspective/scattering.exrasset4,089,916 bytesassets/lut-aerial-perspective/transmittance.binasset131,072 bytesassets/lut-aerial-perspective/transmittance.exrasset28,047 bytesexamples/lut-aerial-perspective/atmosphere-effect.jsruns354 bytesexamples/lut-aerial-perspective/example-render.jpegasset25,762 bytesexamples/lut-aerial-perspective/source/atmosphere/AerialPerspectiveEffect.tsruns20,175 bytesexamples/lut-aerial-perspective/source/atmosphere/AtmosphereMaterialBase.tsruns9,005 bytesexamples/lut-aerial-perspective/source/atmosphere/AtmosphereParameters.tsruns2,183 bytesexamples/lut-aerial-perspective/source/atmosphere/IrradianceMaskPass.tsruns5,280 bytesexamples/lut-aerial-perspective/source/atmosphere/PrecomputedTexturesLoader.tsruns3,816 bytesexamples/lut-aerial-perspective/source/atmosphere/SkyLightProbe.tsruns4,226 bytesexamples/lut-aerial-perspective/source/atmosphere/SkyMaterial.tsruns5,490 bytesexamples/lut-aerial-perspective/source/atmosphere/StarsGeometry.tsruns810 bytesexamples/lut-aerial-perspective/source/atmosphere/StarsMaterial.tsruns3,983 bytesexamples/lut-aerial-perspective/source/atmosphere/SunDirectionalLight.tsruns2,485 bytesexamples/lut-aerial-perspective/source/atmosphere/blackBodyChromaticity.tsruns1,910 bytesexamples/lut-aerial-perspective/source/atmosphere/celestialDirections.tsruns2,288 bytesexamples/lut-aerial-perspective/source/atmosphere/constants.tsruns1,071 bytesexamples/lut-aerial-perspective/source/atmosphere/getAltitudeCorrectionOffset.tsruns832 bytesexamples/lut-aerial-perspective/source/atmosphere/getSunLightColor.tsruns3,060 bytesexamples/lut-aerial-perspective/source/atmosphere/helpers/functions.tsruns882 bytesexamples/lut-aerial-perspective/source/atmosphere/helpers/sampleTexture.tsruns1,681 bytesexamples/lut-aerial-perspective/source/atmosphere/index.tsruns578 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/aerialPerspectiveEffect.fragasset11,290 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/aerialPerspectiveEffect.vertasset2,302 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/functions.glslasset19,639 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/index.tsruns185 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/irradianceMask.fragasset2,146 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/parameters.glslasset478 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/sky.fragasset2,494 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/sky.glslasset2,574 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/sky.vertasset1,781 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/stars.fragasset1,111 bytesexamples/lut-aerial-perspective/source/atmosphere/shaders/stars.vertasset1,567 bytesexamples/lut-aerial-perspective/source/atmosphere/types.tsruns519 bytesexamples/lut-aerial-perspective/source/effects/DepthEffect.tsruns1,689 bytesexamples/lut-aerial-perspective/source/effects/DitheringEffect.tsruns581 bytesexamples/lut-aerial-perspective/source/effects/DownsampleThresholdMaterial.tsruns2,035 bytesexamples/lut-aerial-perspective/source/effects/GeometryEffect.tsruns2,154 bytesexamples/lut-aerial-perspective/source/effects/GeometryPass.tsruns1,389 bytesexamples/lut-aerial-perspective/source/effects/LensFlareEffect.tsruns5,480 bytesexamples/lut-aerial-perspective/source/effects/LensFlareFeaturesMaterial.tsruns2,322 bytesexamples/lut-aerial-perspective/source/effects/NormalEffect.tsruns2,912 bytesexamples/lut-aerial-perspective/source/effects/createHaldLookupTexture.tsruns637 bytesexamples/lut-aerial-perspective/source/effects/index.tsruns250 bytesexamples/lut-aerial-perspective/source/effects/setupMaterialsForGeometryPass.tsruns3,129 bytesexamples/lut-aerial-perspective/source/effects/shaders/depthEffect.fragasset472 bytesexamples/lut-aerial-perspective/source/effects/shaders/ditheringEffect.fragasset207 bytesexamples/lut-aerial-perspective/source/effects/shaders/downsampleThreshold.fragasset2,280 bytesexamples/lut-aerial-perspective/source/effects/shaders/downsampleThreshold.vertasset961 bytesexamples/lut-aerial-perspective/source/effects/shaders/geometryEffect.fragasset535 bytesexamples/lut-aerial-perspective/source/effects/shaders/lensFlareEffect.fragasset351 bytesexamples/lut-aerial-perspective/source/effects/shaders/lensFlareFeatures.fragasset2,414 bytesexamples/lut-aerial-perspective/source/effects/shaders/lensFlareFeatures.vertasset212 bytesexamples/lut-aerial-perspective/source/effects/shaders/normalEffect.fragasset1,054 bytesexamples/lut-aerial-perspective/source/geospatial/ArrayBufferLoader.tsruns952 bytesexamples/lut-aerial-perspective/source/geospatial/DataLoader.tsruns4,799 bytesexamples/lut-aerial-perspective/source/geospatial/EXR3DLoader.tsruns1,259 bytesexamples/lut-aerial-perspective/source/geospatial/Ellipsoid.tsruns4,238 bytesexamples/lut-aerial-perspective/source/geospatial/EllipsoidGeometry.tsruns3,089 bytesexamples/lut-aerial-perspective/source/geospatial/Geodetic.tsruns4,283 bytesexamples/lut-aerial-perspective/source/geospatial/PointOfView.tsruns4,611 bytesexamples/lut-aerial-perspective/source/geospatial/Rectangle.tsruns2,147 bytesexamples/lut-aerial-perspective/source/geospatial/STBNLoader.tsruns598 bytesexamples/lut-aerial-perspective/source/geospatial/Texture3DLoader.tsruns2,406 bytesexamples/lut-aerial-perspective/source/geospatial/TileCoordinate.tsruns2,486 bytesexamples/lut-aerial-perspective/source/geospatial/TilingScheme.tsruns2,415 bytesexamples/lut-aerial-perspective/source/geospatial/TypedArrayLoader.tsruns1,478 bytesexamples/lut-aerial-perspective/source/geospatial/assertions.tsruns69 bytesexamples/lut-aerial-perspective/source/geospatial/bufferGeometry.tsruns1,927 bytesexamples/lut-aerial-perspective/source/geospatial/constants.tsruns326 bytesexamples/lut-aerial-perspective/source/geospatial/decorators.tsruns6,157 bytesexamples/lut-aerial-perspective/source/geospatial/defineShorthand.tsruns2,222 bytesexamples/lut-aerial-perspective/source/geospatial/helpers/projectOnEllipsoidSurface.tsruns2,221 bytesexamples/lut-aerial-perspective/source/geospatial/index.tsruns701 bytesexamples/lut-aerial-perspective/source/geospatial/math.tsruns1,859 bytesexamples/lut-aerial-perspective/source/geospatial/resolveIncludes.tsruns687 bytesexamples/lut-aerial-perspective/source/geospatial/shaders/cascadedShadowMaps.glslasset2,409 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bytesexamples/lut-aerial-perspective/source/geospatial/typedArrayParsers.tsruns3,055 bytesexamples/lut-aerial-perspective/source/geospatial/types.tsruns251 bytesexamples/lut-aerial-perspective/source/geospatial/unrollLoops.tsruns714 bytesexamples/lut-aerial-perspective/source/vendor/tiny-invariant.tsruns301 bytesexamples/lut-aerial-perspective/source/vendor/url-join.tsruns716 bytesreferences/atmosphere-system-contract.mddoc6,106 bytes
Read SKILL.md
# Atmosphere and Aerial Perspective
Treat sky rendering and aerial perspective as two views of the same scattering model. They must share radii, density profiles, coefficients, sun direction, exposure scale, and coordinate transforms.
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.
## Choose the implementation tier
- Small scene with no orbital camera: analytic height/distance approximation.
- Planetary ground-to-space camera: ray integration or precomputed LUTs.
- Large geospatial world: LUTs plus world-to-planet transform, altitude correction, and depth-aware aerial perspective.
View the complete source on GitHubthreejs-bloom
When your agent uses it
Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, and effect-isolation diagnostics.
What it loads into context
Frontmatter
48 tokensAlways available to the agent
SKILL.md
389 tokensWhen the skill is activated
Reference documents
1,072 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Workflow
- Failure conditions
- Routing boundary
Files
SKILL.mdcore1,997 bytesSKILL.mdcore1,997 bytesSKILL.mdcore1,997 bytesagents/openai.yamlasset310 bytesreferences/hdr-bloom-system.mddoc5,278 bytes
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# Bloom
Bloom is a camera/display response to bright HDR signal. Establish scene exposure and emissive luminance before tuning blur.
## Workflow
1. Inspect pre-tone-map luminance.
2. Choose which scene values should bloom.
3. Choose a single-node or dual selective-render ownership model.
4. Calibrate threshold, radius, smooth width, and strength in HDR.
5. Restore all substituted materials transactionally for selective passes.
6. Composite before exposure/tone mapping.
7. Validate base, contribution, and final views.
View the complete source on GitHubthreejs-camera-direction
When your agent uses it
Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.
What it loads into context
Frontmatter
62 tokensAlways available to the agent
SKILL.md
496 tokensWhen the skill is activated
Reference documents
2,235 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Build order
- Non-negotiable rules
- Routing boundary
Files
SKILL.mdcore2,378 bytesagents/openai.yamlasset299 bytesreferences/camera-rig-and-cinematic-systems.mddoc9,271 bytes
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# Camera Direction
Treat the camera as an authored visual system, not a passive viewport. Compose
the subject, establish scale, choose a stable up frame, and make every mode
handoff explicit.
## Build order
1. Define the design frame: subject size, screen occupancy, lens, near/far,
motion, and horizon/up convention.
2. Build camera targets in semantic frames: ship, body surface, docking axis,
or scene-authored shot.
3. Derive position and orientation independently, then combine them once.
4. Add input orbit/look only inside declared yaw/pitch and spatial constraints.View the complete source on GitHubthreejs-exposure-color-grading
When your agent uses it
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.
What it loads into context
Frontmatter
64 tokensAlways available to the agent
SKILL.md
317 tokensWhen the skill is activated
Reference documents
1,184 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Order
- Failure conditions
- Routing boundary
Files
SKILL.mdcore1,455 bytesagents/openai.yamlasset337 bytesreferences/scene-referred-color-pipeline.mddoc4,693 bytes
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# Exposure and Color Grading
Treat exposure, tone mapping, grading, and output conversion as distinct stages. Tune them from measured HDR signal, not by stacking compensating color operations.
## Order
```text
HDR scene
→ luminance meter
→ adapted exposure
→ tone map
→ creative grade / 3D LUT
→ final output conversion
```View the complete source on GitHubthreejs-image-pipeline
When your agent uses it
Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.
What it loads into context
Frontmatter
64 tokensAlways available to the agent
SKILL.md
437 tokensWhen the skill is activated
Reference documents
1,343 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Signal order
- Rules
- Routing boundary
Files
SKILL.mdcore2,077 bytesagents/openai.yamlasset227 bytesreferences/production-image-pipeline.mddoc6,074 bytes
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# Image Pipeline
Use this skill only when composing several image-space systems or defining shared buffers. For one effect, load its atomic skill instead.
Load:
- `$threejs-screen-space-ambient-occlusion` for GTAO, bent normals, denoising, or AO application;
- `$threejs-bloom` for HDR extraction and bloom;
- `$threejs-exposure-color-grading` for metering, adaptation, tone mapping, LUTs, and output conversion.
The pipeline must expose its signals and ordering. Do not install a pile of effects and tune the final frame blindly.
## Signal order
View the complete source on GitHubthreejs-parallax-occlusion-mapping
When your agent uses it
Build silhouette-aware parallax occlusion mapping in Three.js WebGPU and TSL. Use for height-field ray marching, relief UVs, clipped flat or curved silhouettes, inflated shells, self-shadowing, relief-aware shadow depth, and height-derived normals.
What it loads into context
Frontmatter
65 tokensAlways available to the agent
SKILL.md
617 tokensWhen the skill is activated
Reference documents
1,252 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Build order
- Required controls
- Failure conditions
- Routing boundary
Scripts executed separately
examples/silhouette-relief/ParallaxOcclusion.jsexamples/silhouette-relief/bulkhead-height-maps.jsexamples/silhouette-relief/silhouette-relief-system.js
Files
SKILL.mdcore2,985 bytesagents/openai.yamlasset271 bytesexamples/silhouette-relief/ParallaxOcclusion.jsruns21,435 bytesexamples/silhouette-relief/bulkhead-height-maps.jsruns11,990 bytesexamples/silhouette-relief/example-render.jpegasset262,394 bytesexamples/silhouette-relief/silhouette-relief-system.jsruns9,062 bytesreferences/silhouette-relief-contract.mddoc5,835 bytes
Read SKILL.md
# Parallax Occlusion Mapping
Treat relief as a coupled intersection, coverage, normal, and shadow system.
Do not stop at offsetting texture coordinates.
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.
## Build order
```text
tangent frame and height convention
-> view-ray march and hit refinementView the complete source on GitHubthreejs-precipitation-surfaces
When your agent uses it
Build coupled precipitation and affected surfaces in Three.js. Use for falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, and surface wetness or coverage transitions.
What it loads into context
Frontmatter
64 tokensAlways available to the agent
SKILL.md
648 tokensWhen the skill is activated
Reference documents
1,671 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Build order
- Required controls
- Failure conditions
- Routing boundary
Scripts executed separately
examples/snow-accumulation/snow-system.jsexamples/wet-puddle-rain/rain-puddle-system.js
Files
SKILL.mdcore3,116 bytesSKILL.mdcore3,116 bytesSKILL.mdcore3,116 bytesagents/openai.yamlasset408 bytesassets/wet-puddle-rain/GPL-3.0.txtdoc35,149 bytesassets/wet-puddle-rain/Splash.pngasset59,296 bytesassets/wet-puddle-rain/road/aerial_asphalt_01_ao_2k.jpgasset1,929,805 bytesassets/wet-puddle-rain/road/aerial_asphalt_01_diff_2k.jpgasset2,802,005 bytesassets/wet-puddle-rain/road/aerial_asphalt_01_nor_gl_2k.jpgasset2,751,902 bytesassets/wet-puddle-rain/road/aerial_asphalt_01_rough_2k.jpgasset1,392,536 bytesexamples/snow-accumulation/example-render.jpegasset352,117 bytesexamples/snow-accumulation/snow-system.jsruns21,792 bytesexamples/wet-puddle-rain/example-render.jpegasset367,412 bytesexamples/wet-puddle-rain/rain-puddle-system.jsruns18,410 bytesreferences/precipitation-surface-systems.mddoc6,457 bytes
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# Precipitation Surfaces
Treat weather as a coupled event, particle, and surface-response system. Do not
add rain or snow particles that are visually disconnected from the ground.
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.
## Build order
```text
weather envelope
-> falling precipitation volumeView the complete source on GitHubthreejs-procedural-animation
When your agent uses it
Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.
What it loads into context
Frontmatter
61 tokensAlways available to the agent
SKILL.md
420 tokensWhen the skill is activated
Reference documents
2,162 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Build order
- Non-negotiable rules
- Routing boundary
Files
SKILL.mdcore2,108 bytesagents/openai.yamlasset315 bytesreferences/procedural-motion-and-docking-systems.mddoc9,093 bytes
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# Procedural Animation
Animate semantic state, not unrelated transform curves. Define phases,
coordinate frames, velocities, and ownership before writing per-frame updates.
## Build order
1. Define the timeline phases and event boundaries.
2. Choose the frame for each motion: world, subject local, orbital radial,
docking axis, or camera shot.
3. Derive target position/orientation from that frame.
4. Use analytic kinematics for authored travel and springs for responsive
convergence.
5. Preserve world transforms when detaching children from a hierarchy.View the complete source on GitHubthreejs-procedural-architecture
When your agent uses it
Build authored procedural buildings and architectural kits in Three.js. Use for massing grammars, exposed-edge analysis, façade bays, profiles, arches, cornices, roofs, ornaments, material-slot mesh compilation, deterministic variants, and procedural city assets.
What it loads into context
Frontmatter
61 tokensAlways available to the agent
SKILL.md
470 tokensWhen the skill is activated
Reference documents
3,304 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Required architecture
- Rules
- Acceptance
- Routing boundary
Scripts executed separately
examples/procedural-financial-tower/building-system.jsexamples/procedural-financial-tower/shadow-clipmaps.js
Files
SKILL.mdcore2,436 bytesagents/openai.yamlasset249 bytesassets/procedural-financial-tower/THIRD_PARTY_LICENSES.mddoc1,231 bytesassets/procedural-financial-tower/limestone-albedo.pngasset3,253,240 bytesassets/procedural-financial-tower/limestone-normal.pngasset3,879,856 bytesassets/procedural-financial-tower/ornaments-albedo.pngasset3,093,644 bytesassets/procedural-financial-tower/ornaments-normal.pngasset1,969,501 bytesexamples/procedural-financial-tower/building-system.jsruns138,839 bytesexamples/procedural-financial-tower/example-render.jpegasset139,354 bytesexamples/procedural-financial-tower/shadow-clipmaps.jsruns11,004 bytesreferences/grammar-and-mesh-compiler.mddoc12,915 bytes
Read SKILL.md
# Procedural Architecture
Separate design planning from mesh emission. A building generator should produce an inspectable plan before it produces triangles.
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.
## Required architecture
```text
settings
→ mass grammar
→ exposed-surface graphView the complete source on GitHubthreejs-procedural-fields
When your agent uses it
Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.
What it loads into context
Frontmatter
64 tokensAlways available to the agent
SKILL.md
574 tokensWhen the skill is activated
Reference documents
1,711 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Field contract
- Required workflow
- Non-negotiable rules
- Routing boundary
Scripts executed separately
../threejs-procedural-planets/examples/procedural-planet-surface/planet-system.js
Files
SKILL.mdcore2,669 bytesagents/openai.yamlasset241 bytesreferences/field-stack-recipes.mddoc6,942 bytes../threejs-procedural-planets/examples/procedural-planet-surface/planet-system.jsruns13,944 bytes
Read SKILL.md
# Procedural Fields
Do not start by stacking noise. Start by defining the fields the object physically or stylistically needs.
## Field contract
Before shader code, write a field bundle:
```text
coordinates
→ macro form
→ meso structure
→ derived causes
→ material channelsView the complete source on GitHubthreejs-procedural-geometry
When your agent uses it
Build well-crafted production procedural meshes in Three.js. Use for complete hard-surface assemblies and humanoid robots, profile extrusion, parameter-curve and spine lofts, pillow panels, exact polygon cuts, inset, revolve, sweep, solidify, bevels and fillets, shell thickness, direct-topology apertures, semantic mesh writers, or diagnosing primitive-built forms, coplanar flicker, loose/non-manifold geometry, detached parts, interpenetration, support, clearance, and swept-envelope defects.
What it loads into context
Frontmatter
114 tokensAlways available to the agent
SKILL.md
1,964 tokensWhen the skill is activated
Reference documents
13,610 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Craft loop
- Modeling bar
- Portable JavaScript kit
- Mechanism references and implementations
- Failure conditions
- Routing boundary
Scripts executed separately
../threejs-procedural-architecture/examples/procedural-financial-tower/building-system.jsassets/geometry-quality-kit/assembly.jsassets/geometry-quality-kit/geometry-audit.jsassets/geometry-quality-kit/geometry-contract.jsassets/geometry-quality-kit/mesh-topology-audit.jsassets/geometry-quality-kit/procedural-mesh.jsassets/geometry-quality-kit/selftest.jsexamples/formula-one-race-car/race-car-model.jsexamples/formula-one-race-car/source/design-contract.jsexamples/formula-one-race-car/source/mesh-kit.jsexamples/formula-one-race-car/source/race-car-materials.jsexamples/formula-one-race-car/source/race-car-model.jsexamples/formula-one-race-car/source/race-car-textures.jsexamples/porcelain-brass-submarine/source/design-contract.jsexamples/porcelain-brass-submarine/source/mesh-kit.jsexamples/porcelain-brass-submarine/source/submarine-materials.jsexamples/porcelain-brass-submarine/source/submarine-model.jsexamples/porcelain-brass-submarine/submarine-model.jsexamples/procedural-optimus-humanoid/procedural-optimus-humanoid.jsexamples/procedural-optimus-humanoid/source/optimus-humanoid-system.jsexamples/sculpted-gallery-frame/frame-geometry.jsexamples/sport-motorcycle/motorcycle-model.jsexamples/sport-motorcycle/source/design-contract.jsexamples/sport-motorcycle/source/mesh-kit.jsexamples/sport-motorcycle/source/motorcycle-materials.jsexamples/sport-motorcycle/source/motorcycle-model.jsexamples/sport-motorcycle/source/motorcycle-parts.js
Files
../threejs-procedural-architecture/examples/procedural-financial-tower/building-system.jsruns138,839 bytesSKILL.mdcore9,143 bytesagents/openai.yamlasset354 bytesassets/geometry-quality-kit/assembly.jsruns3,384 bytesassets/geometry-quality-kit/geometry-audit.jsruns24,115 bytesassets/geometry-quality-kit/geometry-contract.jsruns4,855 bytesassets/geometry-quality-kit/mesh-topology-audit.jsruns14,183 bytesassets/geometry-quality-kit/procedural-mesh.jsruns52,590 bytesassets/geometry-quality-kit/selftest.jsruns36,929 bytesassets/sculpted-gallery-frame/aged-walnut-frame.webpasset70,544 bytesassets/sculpted-gallery-frame/antique-gold-frame.webpasset102,066 bytesassets/sculpted-gallery-frame/dark-ebony-frame.webpasset30,346 bytesassets/sculpted-gallery-frame/gallery-mat-board.webpasset3,256 bytesexamples/formula-one-race-car/example-render.jpegasset89,101 bytesexamples/formula-one-race-car/race-car-model.jsruns201 bytesexamples/formula-one-race-car/source/design-contract.jsruns3,951 bytesexamples/formula-one-race-car/source/mesh-kit.jsruns20,614 bytesexamples/formula-one-race-car/source/race-car-materials.jsruns15,987 bytesexamples/formula-one-race-car/source/race-car-model.jsruns75,313 bytesexamples/formula-one-race-car/source/race-car-textures.jsruns19,774 bytesexamples/porcelain-brass-submarine/example-render.jpegasset101,627 bytesexamples/porcelain-brass-submarine/source/design-contract.jsruns1,299 bytesexamples/porcelain-brass-submarine/source/mesh-kit.jsruns9,608 bytesexamples/porcelain-brass-submarine/source/submarine-materials.jsruns15,523 bytesexamples/porcelain-brass-submarine/source/submarine-model.jsruns40,998 bytesexamples/porcelain-brass-submarine/submarine-model.jsruns145 bytesexamples/procedural-optimus-humanoid/example-render.jpegasset60,332 bytesexamples/procedural-optimus-humanoid/procedural-optimus-humanoid.jsruns118 bytesexamples/procedural-optimus-humanoid/source/optimus-humanoid-system.jsruns149,907 bytesexamples/sculpted-gallery-frame/example-render.jpegasset141,700 bytesexamples/sculpted-gallery-frame/frame-geometry.jsruns6,827 bytesexamples/sport-motorcycle/example-render.jpegasset93,312 bytesexamples/sport-motorcycle/motorcycle-model.jsruns233 bytesexamples/sport-motorcycle/source/design-contract.jsruns7,000 bytesexamples/sport-motorcycle/source/mesh-kit.jsruns26,879 bytesexamples/sport-motorcycle/source/motorcycle-materials.jsruns29,556 bytesexamples/sport-motorcycle/source/motorcycle-model.jsruns9,168 bytesexamples/sport-motorcycle/source/motorcycle-parts.jsruns92,652 bytesreferences/complete-submarine-assembly.mddoc8,090 bytesreferences/geometry-craft-workflow.mddoc10,009 bytesreferences/geometry-quality-gates.mddoc12,517 bytesreferences/procedural-optimus-humanoid-assembly.mddoc8,941 bytesreferences/profile-sweeps-and-mesh-writers.mddoc5,689 bytesreferences/vehicle-loft-and-projector-contract.mddoc11,983 bytes
Read SKILL.md
# Procedural Geometry
Generate geometry from a semantic contract and explicit coordinate frame.
Treat polygon operations as the design model and triangle emission as the final
compilation step. Do not declare an object complete until its topology,
assembly relationships, semantic measurements, and fixed views all pass.
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.
## Craft loop
1. Define units, local/world frames, dimensions, bounds, primary profiles,View the complete source on GitHubthreejs-procedural-materials
When your agent uses it
Author production procedural materials in Three.js. Use for simulated paper burning with coupled sheet combustion and pyro fluids, luminescent jellyfish with simulated appendages and layered tissue optics, luminescent butterflies with articulated scale glints and finite wing emitters, hybrid texture-backed PBR soil and moss with procedural displacement and masks, upward-facing model moss accumulation, atlas filtering, specular AA, planet-space fields, terrain wetness, deformable granular sand with mass-coupled grain shading, simulated tearable denim with implicit yarn mechanics, wear-driven failure and frayed fibres, woven cloth with GPU XPBD mechanics and yarn microstructure, simulated fur with interactive grooming and strand shading, lava and emissive surfaces, reflective wave-optical diffraction gratings, air-film-air soap bubbles with Airy interference, raytraced diamond and gem refraction with internal reflection and dispersion, image-space glass transmission with spectral dispersion and volume absorption, deforming softbody jelly materials with XPBD mechanics and refractive caustics, per-instance dissolve, authored PBR identities, derivative normals, and custom direct-light shadow modulation.
What it loads into context
Frontmatter
232 tokensAlways available to the agent
SKILL.md
2,723 tokensWhen the skill is activated
Reference documents
24,762 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Material graph order
- Required controls
- Failure conditions
- Routing boundary
Scripts executed separately
../threejs-procedural-geometry/examples/sculpted-gallery-frame/frame-geometry.jsassets/simulated-tearable-denim/settled-drape.jsexamples/deformable-sand/deformable-sand.jsexamples/deformable-sand/source/config.tsexamples/deformable-sand/source/input/strokes.tsexamples/deformable-sand/source/platform/shader.tsexamples/deformable-sand/source/render/airborne-shadow.tsexamples/deformable-sand/source/render/camera.tsexamples/deformable-sand/source/render/coconut-shadow.tsexamples/deformable-sand/source/render/lighting.tsexamples/deformable-sand/source/render/postprocess.tsexamples/deformable-sand/source/render/renderer.tsexamples/deformable-sand/source/render/shaders.tsexamples/deformable-sand/source/render/water-reset.tsexamples/deformable-sand/source/reset/effect.tsexamples/deformable-sand/source/reset/viewport.tsexamples/deformable-sand/source/reset/wgsl.tsexamples/deformable-sand/source/simulation/clock.tsexamples/deformable-sand/source/simulation/flux.tsexamples/deformable-sand/source/simulation/shaders.tsexamples/deformable-sand/source/simulation/solver.tsexamples/deformable-sand/source/simulation/wave-reset-shader.tsexamples/hybrid-soil-moss-surface/hybrid-soil-moss-surface.jsexamples/hybrid-soil-moss-surface/model-moss-accumulation.jsexamples/lava-flow-surface/lava-surface.jsexamples/luminescent-butterfly/luminescent-butterfly.jsexamples/luminescent-jellyfish/luminescent-jellyfish.jsexamples/physical-diffraction-grating/physical-diffraction-grating.jsexamples/raytraced-diamond/diamond-material.jsexamples/simulated-cloth/simulated-cloth.jsexamples/simulated-cloth/source/cloth-kernel.jsexamples/simulated-cloth/source/cloth-system.jsexamples/simulated-fur/simulated-fur.jsexamples/simulated-fur/source/fur-geometry.jsexamples/simulated-fur/source/fur-system.jsexamples/simulated-paper-burning/simulated-paper-burning.jsexamples/simulated-tearable-denim/simulated-tearable-denim.jsexamples/simulated-tearable-denim/source/denim-system.tsexamples/simulated-tearable-denim/source/gpu/util.tsexamples/simulated-tearable-denim/source/rendering/camera.tsexamples/simulated-tearable-denim/source/rendering/math.tsexamples/simulated-tearable-denim/source/rendering/renderer.tsexamples/simulated-tearable-denim/source/shared/noise.tsexamples/simulated-tearable-denim/source/simulation/axial.tsexamples/simulated-tearable-denim/source/simulation/fabric-config.tsexamples/simulated-tearable-denim/source/simulation/gpu/contact.tsexamples/simulated-tearable-denim/source/simulation/gpu/interaction.tsexamples/simulated-tearable-denim/source/simulation/gpu/selfcontact.tsexamples/simulated-tearable-denim/source/simulation/gpu/settle.tsexamples/simulated-tearable-denim/source/simulation/gpu/solver.tsexamples/simulated-tearable-denim/source/simulation/gpu/topology.tsexamples/simulated-tearable-denim/source/simulation/grip.tsexamples/simulated-tearable-denim/source/simulation/hand.tsexamples/simulated-tearable-denim/source/simulation/lattice.tsexamples/simulated-tearable-denim/source/simulation/laws.tsexamples/simulated-tearable-denim/source/simulation/material.tsexamples/simulated-tearable-denim/source/simulation/materialPoint.tsexamples/simulated-tearable-denim/source/simulation/telemetry.tsexamples/simulated-tearable-denim/source/simulation/yarnField.tsexamples/softbody-jelly/gpu-caustic-field.jsexamples/softbody-jelly/softbody-jelly.jsexamples/spectral-dispersive-glass/glass-optics.jsexamples/spectral-dispersive-glass/spectral-glass-material.jsexamples/thin-film-soap-bubbles/soap-bubble-system.js../threejs-procedural-planets/examples/procedural-planet-surface/planet-system.js
Files
../threejs-procedural-geometry/examples/sculpted-gallery-frame/frame-geometry.jsruns6,827 bytesSKILL.mdcore12,613 bytesagents/openai.yamlasset551 bytesassets/deformable-sand/GPL-3.0.txtdoc35,148 bytesassets/deformable-sand/THIRD_PARTY_LICENSES.mddoc237 bytesassets/hybrid-soil-moss-surface/Ground103_1K-JPG_AmbientOcclusion.jpgasset904,525 bytesassets/hybrid-soil-moss-surface/Ground103_1K-JPG_Color.jpgasset1,504,949 bytesassets/hybrid-soil-moss-surface/Ground103_1K-JPG_Displacement.jpgasset479,279 bytesassets/hybrid-soil-moss-surface/Ground103_1K-JPG_NormalGL.jpgasset2,136,725 bytesassets/hybrid-soil-moss-surface/Ground103_1K-JPG_Roughness.jpgasset853,705 bytesassets/hybrid-soil-moss-surface/moss/Moss002_1K-JPG_AmbientOcclusion.jpgasset896,972 bytesassets/hybrid-soil-moss-surface/moss/Moss002_1K-JPG_Color.jpgasset1,840,507 bytesassets/hybrid-soil-moss-surface/moss/Moss002_1K-JPG_NormalGL.jpgasset2,395,922 bytesassets/hybrid-soil-moss-surface/moss/Moss002_1K-JPG_Roughness.jpgasset728,441 bytesassets/raytraced-diamond/THIRD_PARTY_LICENSES.mddoc1,221 bytesassets/raytraced-diamond/diamond.glbasset9,960 bytesassets/simulated-tearable-denim/GPL-3.0.txtdoc35,149 bytesassets/simulated-tearable-denim/THIRD_PARTY_LICENSES.mddoc181 bytesassets/simulated-tearable-denim/settled-drape.jsruns446,721 bytesexamples/deformable-sand/deformable-sand.jsruns335 bytesexamples/deformable-sand/example-render.jpegasset811,505 bytesexamples/deformable-sand/source/config.tsruns903 bytesexamples/deformable-sand/source/input/strokes.tsruns6,276 bytesexamples/deformable-sand/source/platform/shader.tsruns438 bytesexamples/deformable-sand/source/render/airborne-shadow.tsruns5,332 bytesexamples/deformable-sand/source/render/camera.tsruns1,893 bytesexamples/deformable-sand/source/render/coconut-shadow.tsruns28,729 bytesexamples/deformable-sand/source/render/lighting.tsruns4,714 bytesexamples/deformable-sand/source/render/postprocess.tsruns21,203 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bytesexamples/simulated-tearable-denim/source/simulation/lattice.tsruns3,284 bytesexamples/simulated-tearable-denim/source/simulation/laws.tsruns7,394 bytesexamples/simulated-tearable-denim/source/simulation/material.tsruns8,193 bytesexamples/simulated-tearable-denim/source/simulation/materialPoint.tsruns904 bytesexamples/simulated-tearable-denim/source/simulation/telemetry.tsruns136 bytesexamples/simulated-tearable-denim/source/simulation/yarnField.tsruns22,668 bytesexamples/softbody-jelly/example-render.jpegasset42,736 bytesexamples/softbody-jelly/gpu-caustic-field.jsruns39,104 bytesexamples/softbody-jelly/softbody-jelly.jsruns45,670 bytesexamples/spectral-dispersive-glass/example-render.jpegasset199,086 bytesexamples/spectral-dispersive-glass/glass-optics.jsruns8,122 bytesexamples/spectral-dispersive-glass/spectral-glass-material.jsruns20,639 bytesexamples/thin-film-soap-bubbles/example-render.jpegasset212,488 bytesexamples/thin-film-soap-bubbles/soap-bubble-system.jsruns71,601 bytesreferences/dielectric-glass-optics.mddoc16,315 bytesreferences/hybrid-soil-moss-surface.mddoc6,659 bytesreferences/luminescent-butterfly.mddoc6,313 bytesreferences/luminescent-jellyfish.mddoc4,609 bytesreferences/physical-diffraction-grating.mddoc7,053 bytesreferences/procedural-pbr-system.mddoc6,830 bytesreferences/simulated-cloth-system.mddoc10,608 bytesreferences/simulated-fur-system.mddoc9,920 bytesreferences/simulated-paper-burning.mddoc4,666 bytesreferences/simulated-tearable-denim.mddoc6,205 bytesreferences/softbody-jelly.mddoc12,858 bytesreferences/thin-film-soap-bubble-system.mddoc10,006 bytes../threejs-procedural-planets/examples/procedural-planet-surface/planet-system.jsruns13,944 bytes
Read SKILL.md
# Procedural Materials
Build a material from surface identity and causes. Color, roughness, metalness, normal, transmission, and emission should describe the same surface—not unrelated noise textures.
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.
## Material graph order
```text
stable coordinates
→ structural fields
→ material identity weightsView the complete source on GitHubthreejs-procedural-planets
When your agent uses it
Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that must hold up from orbit through close approach.
What it loads into context
Frontmatter
61 tokensAlways available to the agent
SKILL.md
614 tokensWhen the skill is activated
Reference documents
3,155 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Required build order
- Non-negotiable constraints
- Completion test
- Routing boundary
Scripts executed separately
examples/procedural-planet-surface/planet-system.jsexamples/procedural-planet-surface/terrain-field.js
Files
SKILL.mdcore2,925 bytesagents/openai.yamlasset304 bytesexamples/procedural-planet-surface/example-render.jpegasset88,408 bytesexamples/procedural-planet-surface/planet-system.jsruns13,944 bytesexamples/procedural-planet-surface/terrain-field.jsruns2,563 bytesreferences/planet-field-and-atmosphere-systems.mddoc12,576 bytes
Read SKILL.md
# Procedural Planets
Build a planet as a coupled field system evaluated on a unit direction. The same geological causes must drive geometry, color, roughness, normal, atmosphere handoff, and distance filtering.
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.
## Required build order
1. Establish planet-space direction, radius, sea level, and world-unit scale.
2. Build macro silhouette fields before any surface material.
3. Add named geological structures: continents, basins, ridges, craters, lava fields, or ice.
4. Derive slope, cavity, altitude, latitude, exposure, and shoreline fields.View the complete source on GitHubthreejs-procedural-vegetation
When your agent uses it
Generate authored procedural trees, grass, ivy, flowers, and vegetation in Three.js or raw WebGPU. Use for surface-following vines, painted ivy paths, stylized or GPU grass, GPU-culled virtual flower fields, trunks, recursive branches, roots, canopies, leaf cards, species presets, deterministic growth, distance-tiered plant geometry, and rooted blade, stem, or petiole-hinge wind.
What it loads into context
Frontmatter
97 tokensAlways available to the agent
SKILL.md
1,077 tokensWhen the skill is activated
Reference documents
4,218 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Build sequence
- Visual failure conditions
- Routing boundary
Scripts executed separately
examples/gpu-computed-grass/gpu-grass-system.jsexamples/gpu-culled-flower-field/gpu-culled-flower-field.jsexamples/gpu-culled-flower-field/source/gpu-culled-flower-field.tsexamples/procedural-surface-ivy/ivy-effect.jsexamples/procedural-surface-ivy/source/bvh.tsexamples/procedural-surface-ivy/source/flowers.tsexamples/procedural-surface-ivy/source/ivy.tsexamples/procedural-surface-ivy/source/leafTexture.tsexamples/procedural-surface-ivy/source/wind.tsexamples/structured-ash-growth/ash-preset.jsexamples/structured-ash-growth/tree-system.jsexamples/stylized-meadow-grass/grass-system.js
Files
SKILL.mdcore5,141 bytesagents/openai.yamlasset344 bytesassets/gpu-culled-flower-field/THIRD_PARTY_LICENSES.mddoc380 bytesassets/gpu-culled-flower-field/flower-petal-variants.pngasset2,506,949 bytesassets/gpu-culled-flower-field/painted-grass-atlas.pngasset2,478,427 bytesassets/structured-ash-growth/THIRD_PARTY_LICENSES.mddoc1,359 bytesassets/structured-ash-growth/ash.pngasset181,423 bytesassets/structured-ash-growth/bark-color.jpgasset831,490 bytesassets/structured-ash-growth/bark-normal.jpgasset1,270,807 bytesassets/structured-ash-growth/bark-roughness.jpgasset397,062 bytesassets/stylized-meadow-grass/grass-blades-up.glbasset4,524 bytesassets/stylized-meadow-grass/path.webpasset13,374 bytesassets/stylized-meadow-grass/perlin.webpasset22,162 bytesexamples/gpu-computed-grass/example-render.jpegasset538,430 bytesexamples/gpu-computed-grass/gpu-grass-system.jsruns36,774 bytesexamples/gpu-culled-flower-field/example-render.jpegasset270,248 bytesexamples/gpu-culled-flower-field/gpu-culled-flower-field.jsruns157 bytesexamples/gpu-culled-flower-field/source/gpu-culled-flower-field.tsruns75,625 bytesexamples/procedural-surface-ivy/example-render.jpegasset67,444 bytesexamples/procedural-surface-ivy/ivy-effect.jsruns186 bytesexamples/procedural-surface-ivy/source/bvh.tsruns1,504 bytesexamples/procedural-surface-ivy/source/flowers.tsruns6,277 bytesexamples/procedural-surface-ivy/source/ivy.tsruns27,934 bytesexamples/procedural-surface-ivy/source/leafTexture.tsruns5,605 bytesexamples/procedural-surface-ivy/source/wind.tsruns1,161 bytesexamples/structured-ash-growth/ash-preset.jsruns663 bytesexamples/structured-ash-growth/example-render.jpegasset445,444 bytesexamples/structured-ash-growth/tree-system.jsruns13,824 bytesexamples/stylized-meadow-grass/example-render.jpegasset205,057 bytesexamples/stylized-meadow-grass/grass-system.jsruns15,108 bytesreferences/gpu-culled-flower-field.mddoc7,134 bytesreferences/structured-ash-growth-system.mddoc9,166 bytes
Read SKILL.md
# Procedural Vegetation
Represent a plant as a growth hierarchy plus rendering adaptations. Do not model it as randomly scattered cylinders.
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.
## Build sequence
1. Define a per-level species table: length, radius, taper, child count, emergence range, angle, twist, gnarliness, sections, radial segments.
2. Grow branches iteratively from a queue so recursion depth and budgets remain inspectable.
3. Emit each branch as oriented rings with an intentional UV seam.
4. Update section orientation from:View the complete source on GitHubthreejs-procedural-vfx
When your agent uses it
Author production real-time VFX in Three.js. Use for filmic HDR lens-flare compositors, highlight-derived ghosts, field-angle pupil deformation, localized glare and bloom, raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular radiance probes, WebGPU voxel fire and smoke, coupled volumetric fluid fields, mesh-surface emitters, signed-distance fire collisions, ship-conforming reentry plasma, generated capsule wakes, instanced analytic sparks, timed dissolving debris, dense-swap effect pools, additive holographic projections, Fresnel rim shells, scanline banding, glitch displacement, swept shape-to-shape handovers, and explicit scene-relative HDR emission hierarchy.
What it loads into context
Frontmatter
158 tokensAlways available to the agent
SKILL.md
1,504 tokensWhen the skill is activated
Reference documents
11,066 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Effect graph
- Rules
- Routing boundary
Scripts executed separately
examples/filmic-lens-flare/filmic-lens-flare.jsexamples/holographic-shape-transition/hologram-material.jsexamples/holographic-shape-transition/hologram-transition.jsexamples/raymarched-aurora-curtains/aurora-curtains.jsexamples/reentry-plasma/reentry-plasma.jsexamples/volumetric-fluid-fire/source/EmitterManager.tsexamples/volumetric-fluid-fire/source/FluidFireShaderContext.tsexamples/volumetric-fluid-fire/source/VolumetricFluidFire.tsexamples/volumetric-fluid-fire/source/pass/advectDyePass.tsexamples/volumetric-fluid-fire/source/pass/advectVelocityPass.tsexamples/volumetric-fluid-fire/source/pass/curlNoisePass.tsexamples/volumetric-fluid-fire/source/pass/divergencePass.tsexamples/volumetric-fluid-fire/source/pass/emitObjectPass.tsexamples/volumetric-fluid-fire/source/pass/jacobiPass.tsexamples/volumetric-fluid-fire/source/pass/projectPass.tsexamples/volumetric-fluid-fire/source/pass/vorticityPass.tsexamples/volumetric-fluid-fire/source/sdf/CollisionHandler.tsexamples/volumetric-fluid-fire/source/sdf/sdfSampler.tsexamples/volumetric-fluid-fire/source/sdf/shape/SDFBox.tsexamples/volumetric-fluid-fire/source/sdf/shape/SDFEllipsoid.tsexamples/volumetric-fluid-fire/source/sdf/shape/SDFShape.tsexamples/volumetric-fluid-fire/source/util/createStorage3D.tsexamples/volumetric-fluid-fire/volumetric-fluid-fire.js
Files
SKILL.mdcore7,009 bytesSKILL.mdcore7,009 bytesagents/openai.yamlasset437 bytesexamples/filmic-lens-flare/example-render.jpegasset61,744 bytesexamples/filmic-lens-flare/filmic-lens-flare.jsruns26,072 bytesexamples/holographic-shape-transition/example-render.jpegasset58,937 bytesexamples/holographic-shape-transition/hologram-material.jsruns9,472 bytesexamples/holographic-shape-transition/hologram-transition.jsruns6,106 bytesexamples/raymarched-aurora-curtains/aurora-curtains.jsruns10,163 bytesexamples/raymarched-aurora-curtains/example-render.jpegasset135,952 bytesexamples/reentry-plasma/example-render.jpegasset27,346 bytesexamples/reentry-plasma/reentry-plasma.jsruns10,168 bytesexamples/volumetric-fluid-fire/example-render.jpegasset120,633 bytesexamples/volumetric-fluid-fire/source/EmitterManager.tsruns13,728 bytesexamples/volumetric-fluid-fire/source/FluidFireShaderContext.tsruns10,248 bytesexamples/volumetric-fluid-fire/source/VolumetricFluidFire.tsruns32,160 bytesexamples/volumetric-fluid-fire/source/pass/advectDyePass.tsruns2,551 bytesexamples/volumetric-fluid-fire/source/pass/advectVelocityPass.tsruns2,695 bytesexamples/volumetric-fluid-fire/source/pass/curlNoisePass.tsruns1,955 bytesexamples/volumetric-fluid-fire/source/pass/divergencePass.tsruns2,308 bytesexamples/volumetric-fluid-fire/source/pass/emitObjectPass.tsruns3,118 bytesexamples/volumetric-fluid-fire/source/pass/jacobiPass.tsruns3,381 bytesexamples/volumetric-fluid-fire/source/pass/projectPass.tsruns2,138 bytesexamples/volumetric-fluid-fire/source/pass/vorticityPass.tsruns2,793 bytesexamples/volumetric-fluid-fire/source/sdf/CollisionHandler.tsruns18,241 bytesexamples/volumetric-fluid-fire/source/sdf/sdfSampler.tsruns719 bytesexamples/volumetric-fluid-fire/source/sdf/shape/SDFBox.tsruns367 bytesexamples/volumetric-fluid-fire/source/sdf/shape/SDFEllipsoid.tsruns529 bytesexamples/volumetric-fluid-fire/source/sdf/shape/SDFShape.tsruns2,732 bytesexamples/volumetric-fluid-fire/source/util/createStorage3D.tsruns701 bytesexamples/volumetric-fluid-fire/volumetric-fluid-fire.jsruns1,148 bytesreferences/filmic-lens-flare.mddoc9,097 bytesreferences/procedural-vfx-system.mddoc11,701 bytesreferences/volumetric-aurora-curtains.mddoc7,986 bytesreferences/volumetric-fluid-fire.mddoc15,541 bytes
Read SKILL.md
# Procedural VFX
Build effects from an event envelope, motion field, geometry representation, and shading response. Avoid independent particle emitters that happen to share a color.
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.
## Effect graph
```text
subject/event state
→ effect-specific geometry, voxel fields, or instance attributes
→ flow-facing masks or analytic ageView the complete source on GitHubthreejs-raymarched-space-effects
When your agent uses it
Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormhole throat transits, curved-ray and null-geodesic integration, lensed celestial spheres, procedural star fields and galactic skies, relativistic-looking distortion, bounded volumetric structures, and GPU effects that need controlled numerical integration.
What it loads into context
Frontmatter
81 tokensAlways available to the agent
SKILL.md
939 tokensWhen the skill is activated
Reference documents
7,590 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Workflow
- Constraints
- Routing boundary
Scripts executed separately
examples/curved-ray-accretion-volume/curved-ray-effect.jsexamples/schwarzschild-geodesic-black-hole/geodesic-black-hole-effect.jsexamples/traversable-wormhole-transit/celestial-spheres.jsexamples/traversable-wormhole-transit/wormhole-effect.js
Files
SKILL.mdcore4,411 bytesSKILL.mdcore4,411 bytesagents/openai.yamlasset332 bytesassets/curved-ray-accretion-volume/noise_deep.pngasset982,514 bytesexamples/curved-ray-accretion-volume/curved-ray-effect.jsruns10,010 bytesexamples/curved-ray-accretion-volume/example-render.jpegasset89,984 bytesexamples/schwarzschild-geodesic-black-hole/example-render.jpegasset147,251 bytesexamples/schwarzschild-geodesic-black-hole/geodesic-black-hole-effect.jsruns17,495 bytesexamples/traversable-wormhole-transit/celestial-spheres.jsruns19,218 bytesexamples/traversable-wormhole-transit/example-render.jpegasset205,270 bytesexamples/traversable-wormhole-transit/wormhole-effect.jsruns27,074 bytesreferences/curved-ray-integrators.mddoc12,780 bytesreferences/lensed-celestial-spheres.mddoc14,774 bytes
Read SKILL.md
# Raymarched Space Effects
Treat these effects as numerical renderers with explicit integration state. The visual character depends on coordinate choice, step policy, and how rays interact with emissive structures.
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.
## Workflow
1. Define the effect-space transform and camera ray.
2. Choose a physical, physically inspired, or purely artistic bending model.
3. Bound the integration domain.
4. Track ray position, direction, throughput, and accumulated radiance.View the complete source on GitHubthreejs-screen-space-ambient-occlusion
When your agent uses it
Implement a production GTAO path in Three.js. Use for half-resolution horizon sampling, reversed-depth reconstruction, bent-normal encoding, full-resolution bilateral reconstruction, environment-light application, contact grounding, and halo diagnosis.
What it loads into context
Frontmatter
55 tokensAlways available to the agent
SKILL.md
299 tokensWhen the skill is activated
Reference documents
2,526 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Workflow
- Failure conditions
- Routing boundary
Files
SKILL.mdcore1,513 bytesagents/openai.yamlasset357 bytesreferences/gtao-bent-normal-pipeline.mddoc11,072 bytes
Read SKILL.md
# Screen-Space Ambient Occlusion
AO estimates missing ambient visibility. It must modulate indirect lighting, not repaint all scene color with a dark multiply.
## Workflow
1. Verify linear depth and view-space normals.
2. Reconstruct view position consistently.
3. Sample horizon visibility in a controlled radius.
4. Estimate AO and optional bent normal.
5. Denoise with depth/normal-aware filters.
6. Apply to indirect diffuse and environment response.
Read [references/gtao-bent-normal-pipeline.md](references/gtao-bent-normal-pipeline.md).View the complete source on GitHubthreejs-shadow-systems
When your agent uses it
Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel stabilization, update budgets, and targeted invalidation.
What it loads into context
Frontmatter
62 tokensAlways available to the agent
SKILL.md
402 tokensWhen the skill is activated
Reference documents
2,451 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Cached clipmap workflow
- Failure conditions
- Routing boundary
Scripts executed separately
../threejs-procedural-architecture/examples/procedural-financial-tower/shadow-clipmaps.js
Files
../threejs-procedural-architecture/examples/procedural-financial-tower/shadow-clipmaps.jsruns11,004 bytesSKILL.mdcore1,939 bytesagents/openai.yamlasset351 bytesreferences/cached-clipmap-shadows.mddoc10,707 bytes
Read SKILL.md
# 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
1. Define concentric light-space square levels.
2. Snap each level center to its own texel grid.
3. Cross-fade adjacent levels in shader space.
4. Refresh near levels continuously.
5. Cache coarse levels and update them under a frame budget.
6. Invalidate intersecting levels when important casters or streamed terrain change.
7. Scale normal bias by world-space texel width.
View the complete source on GitHubthreejs-skill-router
When your agent uses it
Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.
What it loads into context
Frontmatter
55 tokensAlways available to the agent
SKILL.md
1,658 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Route by the visual system being authored
- Execution order
- Routing constraints
- Acceptance gate
Files
SKILL.mdcore7,927 bytesagents/openai.yamlasset247 bytes
Read SKILL.md
# Three.js Visual Skill Router
Treat the model's Three.js knowledge and official documentation as prerequisites. Load only the expertise that changes the visual result.
This pack goes beyond procedural guidance: its working examples and supporting
assets contain much of its practical implementation value. When they are
relevant, give them particular attention.
## Route by the visual system being authored
| Required result | Load |
| --- | --- |
| shot composition, chase/side/orbit rigs, camera handoffs, projection ownership, pointer look, floating origins | `$threejs-camera-direction` |
| launch and docking timelines, procedural transform phases, springs, staging, rotating-frame alignment, debris motion | `$threejs-procedural-animation` |View the complete source on GitHubthreejs-spectral-ocean
When your agent uses it
Build large procedural oceans and coast transitions in Three.js. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, coastal breakers, finite-volume shallow-water beach waves, signed-distance coastlines, shallow-water swash films, wet-sand transitions, rock-impact spray, stylized above/below surface optics, permanently submerged Snell-window views, total internal reflection, forward-refracted structures through an interface, pixel-footprint spectral LOD, aquatic perspective, caustic god rays, choppy displacement, spectral derivatives, Jacobian whitecaps, windrow and temporal foam, analytic sky reflection, underwater absorption, crest scatter, and GPU validation.
What it loads into context
Frontmatter
144 tokensAlways available to the agent
SKILL.md
1,640 tokensWhen the skill is activated
Reference documents
7,810 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Spectral build order
- Spectral non-negotiable gates
- Coastal breaker gates
- Route elsewhere
Scripts executed separately
examples/coastal-breaker-ocean/coastal-breaker-ocean.jsexamples/coastal-breaker-ocean/source/chain.jsexamples/coastal-breaker-ocean/source/coast.jsexamples/coastal-breaker-ocean/source/foam.jsexamples/coastal-breaker-ocean/source/noise.jsexamples/coastal-breaker-ocean/source/ocean.jsexamples/coastal-breaker-ocean/source/tsl.jsexamples/coastal-breaker-ocean/source/wave-field.jsexamples/ocean-beach-waves/ocean-beach-waves.jsexamples/ocean-beach-waves/source/coast.jsexamples/ocean-beach-waves/source/noise.jsexamples/ocean-beach-waves/source/shading.jsexamples/ocean-beach-waves/source/simulation.jsexamples/ocean-beach-waves/source/solver-accelerator.jsexamples/ocean-beach-waves/source/solver-kernels.tsexamples/ocean-beach-waves/source/spray.jsexamples/ocean-beach-waves/source/surface.jsexamples/ocean-beach-waves/source/terrain-grid.jsexamples/ocean-beach-waves/source/world.jsexamples/spectral-cascade-ocean/detail-texture.jsexamples/spectral-cascade-ocean/fft-pipeline.jsexamples/spectral-cascade-ocean/ocean-material.jsexamples/spectral-cascade-ocean/ocean-system.jsexamples/spectral-cascade-ocean/spectrum.jsexamples/stylized-above-below-ocean/stylized-ocean-material.jsexamples/submerged-snell-ocean/source/caustics.tsexamples/submerged-snell-ocean/source/current.tsexamples/submerged-snell-ocean/source/fft-compute.tsexamples/submerged-snell-ocean/source/grade.tsexamples/submerged-snell-ocean/source/interface-structure-layer.tsexamples/submerged-snell-ocean/source/medium.tsexamples/submerged-snell-ocean/source/noise.tsexamples/submerged-snell-ocean/source/ocean-foam.tsexamples/submerged-snell-ocean/source/ocean-material.tsexamples/submerged-snell-ocean/source/ocean-skirt-geometry.tsexamples/submerged-snell-ocean/source/ocean-spectrum.tsexamples/submerged-snell-ocean/source/ocean-system.tsexamples/submerged-snell-ocean/source/optical-constants.tsexamples/submerged-snell-ocean/source/random.tsexamples/submerged-snell-ocean/source/seabed-material.tsexamples/submerged-snell-ocean/source/seabed-radiance.tsexamples/submerged-snell-ocean/source/seabed-surface.tsexamples/submerged-snell-ocean/source/sky-dome.tsexamples/submerged-snell-ocean/source/sky-radiance.tsexamples/submerged-snell-ocean/source/sun.tsexamples/submerged-snell-ocean/source/wake-foam-map.tsexamples/submerged-snell-ocean/source/wave-sim.tsexamples/submerged-snell-ocean/underwater-snell-ocean.ts
Files
SKILL.mdcore7,836 bytesSKILL.mdcore7,836 bytesSKILL.mdcore7,836 bytesagents/openai.yamlasset564 bytesassets/coastal-breaker-ocean/sand-base.jpgasset1,078,868 bytesassets/coastal-breaker-ocean/sand-normal.jpgasset1,581,332 bytesassets/ocean-beach-waves/THIRD_PARTY_LICENSES.mddoc1,238 bytesassets/ocean-beach-waves/initial-state.bin.gzasset2,071,776 bytesassets/ocean-beach-waves/solver-kernels.wasmasset3,841 bytesassets/stylized-above-below-ocean/foam.webpasset43,446 bytesassets/stylized-above-below-ocean/sand.webpasset147,322 bytesexamples/coastal-breaker-ocean/coastal-breaker-ocean.jsruns6,757 bytesexamples/coastal-breaker-ocean/example-render.jpegasset186,661 bytesexamples/coastal-breaker-ocean/source/chain.jsruns11,400 bytesexamples/coastal-breaker-ocean/source/coast.jsruns8,413 bytesexamples/coastal-breaker-ocean/source/foam.jsruns2,935 bytesexamples/coastal-breaker-ocean/source/noise.jsruns13,295 bytesexamples/coastal-breaker-ocean/source/ocean.jsruns10,220 bytesexamples/coastal-breaker-ocean/source/tsl.jsruns30,413 bytesexamples/coastal-breaker-ocean/source/wave-field.jsruns3,527 bytesexamples/ocean-beach-waves/example-render.jpegasset106,381 bytesexamples/ocean-beach-waves/ocean-beach-waves.jsruns561 bytesexamples/ocean-beach-waves/source/coast.jsruns4,256 bytesexamples/ocean-beach-waves/source/noise.jsruns1,153 bytesexamples/ocean-beach-waves/source/shading.jsruns15,632 bytesexamples/ocean-beach-waves/source/simulation.jsruns9,096 bytesexamples/ocean-beach-waves/source/solver-accelerator.jsruns1,688 bytesexamples/ocean-beach-waves/source/solver-kernels.tsruns4,707 bytesexamples/ocean-beach-waves/source/spray.jsruns3,128 bytesexamples/ocean-beach-waves/source/surface.jsruns2,791 bytesexamples/ocean-beach-waves/source/terrain-grid.jsruns692 bytesexamples/ocean-beach-waves/source/world.jsruns5,256 bytesexamples/spectral-cascade-ocean/detail-texture.jsruns2,810 bytesexamples/spectral-cascade-ocean/example-render.jpegasset298,421 bytesexamples/spectral-cascade-ocean/fft-pipeline.jsruns7,916 bytesexamples/spectral-cascade-ocean/ocean-material.jsruns10,601 bytesexamples/spectral-cascade-ocean/ocean-system.jsruns11,254 bytesexamples/spectral-cascade-ocean/spectrum.jsruns6,232 bytesexamples/stylized-above-below-ocean/example-render.jpegasset33,988 bytesexamples/stylized-above-below-ocean/stylized-ocean-material.jsruns20,748 bytesexamples/submerged-snell-ocean/example-render.jpegasset204,720 bytesexamples/submerged-snell-ocean/source/caustics.tsruns8,683 bytesexamples/submerged-snell-ocean/source/current.tsruns1,268 bytesexamples/submerged-snell-ocean/source/fft-compute.tsruns6,931 bytesexamples/submerged-snell-ocean/source/grade.tsruns3,053 bytesexamples/submerged-snell-ocean/source/interface-structure-layer.tsruns32,856 bytesexamples/submerged-snell-ocean/source/medium.tsruns13,021 bytesexamples/submerged-snell-ocean/source/noise.tsruns1,613 bytesexamples/submerged-snell-ocean/source/ocean-foam.tsruns16,555 bytesexamples/submerged-snell-ocean/source/ocean-material.tsruns42,177 bytesexamples/submerged-snell-ocean/source/ocean-skirt-geometry.tsruns6,352 bytesexamples/submerged-snell-ocean/source/ocean-spectrum.tsruns5,926 bytesexamples/submerged-snell-ocean/source/ocean-system.tsruns4,944 bytesexamples/submerged-snell-ocean/source/optical-constants.tsruns568 bytesexamples/submerged-snell-ocean/source/random.tsruns1,770 bytesexamples/submerged-snell-ocean/source/seabed-material.tsruns1,787 bytesexamples/submerged-snell-ocean/source/seabed-radiance.tsruns596 bytesexamples/submerged-snell-ocean/source/seabed-surface.tsruns2,440 bytesexamples/submerged-snell-ocean/source/sky-dome.tsruns2,648 bytesexamples/submerged-snell-ocean/source/sky-radiance.tsruns3,101 bytesexamples/submerged-snell-ocean/source/sun.tsruns955 bytesexamples/submerged-snell-ocean/source/wake-foam-map.tsruns8,451 bytesexamples/submerged-snell-ocean/source/wave-sim.tsruns9,592 bytesexamples/submerged-snell-ocean/underwater-snell-ocean.tsruns2,221 bytesreferences/coastal-breaker-and-swash-ocean.mddoc9,254 bytesreferences/spectral-cascade-ocean-system.mddoc20,872 bytes
Read SKILL.md
# 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
View the complete source on GitHubthreejs-temporal-surfaces
When your agent uses it
Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and procedural rain droplets that refract and blur a background through wet glass.
What it loads into context
Frontmatter
64 tokensAlways available to the agent
SKILL.md
579 tokensWhen the skill is activated
Reference documents
2,475 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Pipeline
- Rules
- Routing boundary
Scripts executed separately
examples/refractive-window-rain/window-rain-effect.jsexamples/touch-history-frost/frost-surface-effect.js
Files
SKILL.mdcore2,790 bytesagents/openai.yamlasset313 bytesassets/touch-history-frost/main-normal.webpasset11,364 bytesassets/touch-history-frost/noise.webpasset7,196 bytesassets/touch-history-frost/sub-normal.webpasset22,554 bytesexamples/refractive-window-rain/example-render.jpegasset185,816 bytesexamples/refractive-window-rain/rain-window.fragasset5,681 bytesexamples/refractive-window-rain/window-rain-effect.jsruns1,799 bytesexamples/touch-history-frost/example-render.jpegasset884,161 bytesexamples/touch-history-frost/frost-surface-effect.jsruns20,188 bytesreferences/ping-pong-accumulation.mddoc6,157 bytesreferences/refractive-window-rain.mddoc4,171 bytes
Read SKILL.md
# 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
```text
persistent surface: input -> ping-pong state -> blur -> structure -> refractionView the complete source on GitHubthreejs-visual-validation
When your agent uses it
Validate advanced Three.js graphics as authored systems rather than subjective screenshots. Use for fixed-view visual contracts, field and pass diagnostics, no-post baselines, seed sweeps, camera-scale tests, temporal stability checks, GPU budgets, and regression evidence for procedural scenes.
What it loads into context
Frontmatter
62 tokensAlways available to the agent
SKILL.md
376 tokensWhen the skill is activated
Reference documents
2,046 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Validation sequence
- Required evidence
- Failure conditions
- Routing boundary
Files
SKILL.mdcore1,982 bytesagents/openai.yamlasset328 bytesreferences/graphics-validation-protocol.mddoc10,109 bytes
Read SKILL.md
# Visual Validation
Evaluate the mechanism that creates the image. A beautiful hero screenshot can hide unstable fields, broken depth, seed failures, or post-processing dependence.
## Validation sequence
1. Freeze deterministic inputs.
2. Capture the no-post baseline.
3. Capture system-specific diagnostic views.
4. Test the intended camera-distance envelope.
5. Sweep representative seeds and parameter extremes.
6. Test motion and temporal stability.
7. Record image, geometry, memory, and timing budgets.
8. Keep a small regression set tied to visual invariants.View the complete source on GitHubthreejs-volumetric-clouds
When your agent uses it
Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.
What it loads into context
Frontmatter
59 tokensAlways available to the agent
SKILL.md
517 tokensWhen the skill is activated
Reference documents
3,465 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- System order
- Required controls
- Failure conditions
- Routing boundary
Scripts executed separately
examples/weather-volume-clouds/cloud-effect.jsexamples/weather-volume-clouds/source/atmosphere/AerialPerspectiveEffect.tsexamples/weather-volume-clouds/source/atmosphere/AtmosphereMaterialBase.tsexamples/weather-volume-clouds/source/atmosphere/AtmosphereParameters.tsexamples/weather-volume-clouds/source/atmosphere/IrradianceMaskPass.tsexamples/weather-volume-clouds/source/atmosphere/PrecomputedTexturesLoader.tsexamples/weather-volume-clouds/source/atmosphere/SkyLightProbe.tsexamples/weather-volume-clouds/source/atmosphere/SkyMaterial.tsexamples/weather-volume-clouds/source/atmosphere/StarsGeometry.tsexamples/weather-volume-clouds/source/atmosphere/StarsMaterial.tsexamples/weather-volume-clouds/source/atmosphere/SunDirectionalLight.tsexamples/weather-volume-clouds/source/atmosphere/blackBodyChromaticity.tsexamples/weather-volume-clouds/source/atmosphere/celestialDirections.tsexamples/weather-volume-clouds/source/atmosphere/constants.tsexamples/weather-volume-clouds/source/atmosphere/getAltitudeCorrectionOffset.tsexamples/weather-volume-clouds/source/atmosphere/getSunLightColor.tsexamples/weather-volume-clouds/source/atmosphere/helpers/functions.tsexamples/weather-volume-clouds/source/atmosphere/helpers/sampleTexture.tsexamples/weather-volume-clouds/source/atmosphere/index.tsexamples/weather-volume-clouds/source/atmosphere/shaders/index.tsexamples/weather-volume-clouds/source/atmosphere/types.tsexamples/weather-volume-clouds/source/clouds/CascadedShadowMaps.tsexamples/weather-volume-clouds/source/clouds/CloudLayer.tsexamples/weather-volume-clouds/source/clouds/CloudLayers.tsexamples/weather-volume-clouds/source/clouds/CloudShape.tsexamples/weather-volume-clouds/source/clouds/CloudShapeDetail.tsexamples/weather-volume-clouds/source/clouds/CloudsEffect.tsexamples/weather-volume-clouds/source/clouds/CloudsMaterial.tsexamples/weather-volume-clouds/source/clouds/CloudsPass.tsexamples/weather-volume-clouds/source/clouds/CloudsResolveMaterial.tsexamples/weather-volume-clouds/source/clouds/DensityProfile.tsexamples/weather-volume-clouds/source/clouds/LocalWeather.tsexamples/weather-volume-clouds/source/clouds/PassBase.tsexamples/weather-volume-clouds/source/clouds/Procedural3DTexture.tsexamples/weather-volume-clouds/source/clouds/ProceduralTexture.tsexamples/weather-volume-clouds/source/clouds/ShaderArrayPass.tsexamples/weather-volume-clouds/source/clouds/ShadowMaterial.tsexamples/weather-volume-clouds/source/clouds/ShadowPass.tsexamples/weather-volume-clouds/source/clouds/ShadowResolveMaterial.tsexamples/weather-volume-clouds/source/clouds/Turbulence.tsexamples/weather-volume-clouds/source/clouds/bayer.tsexamples/weather-volume-clouds/source/clouds/constants.tsexamples/weather-volume-clouds/source/clouds/helpers/FrustumCorners.tsexamples/weather-volume-clouds/source/clouds/helpers/setArrayRenderTargetLayers.tsexamples/weather-volume-clouds/source/clouds/helpers/splitFrustum.tsexamples/weather-volume-clouds/source/clouds/index.tsexamples/weather-volume-clouds/source/clouds/qualityPresets.tsexamples/weather-volume-clouds/source/clouds/uniforms.tsexamples/weather-volume-clouds/source/effects/DepthEffect.tsexamples/weather-volume-clouds/source/effects/DitheringEffect.tsexamples/weather-volume-clouds/source/effects/DownsampleThresholdMaterial.tsexamples/weather-volume-clouds/source/effects/GeometryEffect.tsexamples/weather-volume-clouds/source/effects/GeometryPass.tsexamples/weather-volume-clouds/source/effects/LensFlareEffect.tsexamples/weather-volume-clouds/source/effects/LensFlareFeaturesMaterial.tsexamples/weather-volume-clouds/source/effects/NormalEffect.tsexamples/weather-volume-clouds/source/effects/createHaldLookupTexture.tsexamples/weather-volume-clouds/source/effects/index.tsexamples/weather-volume-clouds/source/effects/setupMaterialsForGeometryPass.tsexamples/weather-volume-clouds/source/geospatial/ArrayBufferLoader.tsexamples/weather-volume-clouds/source/geospatial/DataLoader.tsexamples/weather-volume-clouds/source/geospatial/EXR3DLoader.tsexamples/weather-volume-clouds/source/geospatial/Ellipsoid.tsexamples/weather-volume-clouds/source/geospatial/EllipsoidGeometry.tsexamples/weather-volume-clouds/source/geospatial/Geodetic.tsexamples/weather-volume-clouds/source/geospatial/PointOfView.tsexamples/weather-volume-clouds/source/geospatial/Rectangle.tsexamples/weather-volume-clouds/source/geospatial/STBNLoader.tsexamples/weather-volume-clouds/source/geospatial/Texture3DLoader.tsexamples/weather-volume-clouds/source/geospatial/TileCoordinate.tsexamples/weather-volume-clouds/source/geospatial/TilingScheme.tsexamples/weather-volume-clouds/source/geospatial/TypedArrayLoader.tsexamples/weather-volume-clouds/source/geospatial/assertions.tsexamples/weather-volume-clouds/source/geospatial/bufferGeometry.tsexamples/weather-volume-clouds/source/geospatial/constants.tsexamples/weather-volume-clouds/source/geospatial/decorators.tsexamples/weather-volume-clouds/source/geospatial/defineShorthand.tsexamples/weather-volume-clouds/source/geospatial/helpers/projectOnEllipsoidSurface.tsexamples/weather-volume-clouds/source/geospatial/index.tsexamples/weather-volume-clouds/source/geospatial/math.tsexamples/weather-volume-clouds/source/geospatial/resolveIncludes.tsexamples/weather-volume-clouds/source/geospatial/shaders/index.tsexamples/weather-volume-clouds/source/geospatial/typedArray.tsexamples/weather-volume-clouds/source/geospatial/typedArrayParsers.tsexamples/weather-volume-clouds/source/geospatial/types.tsexamples/weather-volume-clouds/source/geospatial/unrollLoops.tsexamples/weather-volume-clouds/source/vendor/tiny-invariant.tsexamples/weather-volume-clouds/source/vendor/url-join.ts
Files
SKILL.mdcore2,580 bytesSKILL.mdcore2,580 bytesagents/openai.yamlasset327 bytesassets/weather-volume-clouds/THIRD_PARTY_LICENSES.mddoc1,218 bytesassets/weather-volume-clouds/atmosphere/irradiance.exrasset2,306 bytesassets/weather-volume-clouds/atmosphere/scattering.exrasset4,089,916 bytesassets/weather-volume-clouds/atmosphere/transmittance.exrasset28,047 bytesassets/weather-volume-clouds/local_weather.pngasset679,653 bytesassets/weather-volume-clouds/shape.binasset2,097,152 bytesassets/weather-volume-clouds/shape_detail.binasset32,768 bytesassets/weather-volume-clouds/stbn.binasset1,048,576 bytesassets/weather-volume-clouds/turbulence.pngasset49,691 bytesexamples/weather-volume-clouds/cloud-effect.jsruns410 bytesexamples/weather-volume-clouds/example-render.jpegasset122,462 bytesexamples/weather-volume-clouds/source/atmosphere/AerialPerspectiveEffect.tsruns20,175 bytesexamples/weather-volume-clouds/source/atmosphere/AtmosphereMaterialBase.tsruns9,005 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bytesexamples/weather-volume-clouds/source/geospatial/resolveIncludes.tsruns687 bytesexamples/weather-volume-clouds/source/geospatial/shaders/cascadedShadowMaps.glslasset2,409 bytesexamples/weather-volume-clouds/source/geospatial/shaders/depth.glslasset525 bytesexamples/weather-volume-clouds/source/geospatial/shaders/generators.glslasset238 bytesexamples/weather-volume-clouds/source/geospatial/shaders/index.tsruns973 bytesexamples/weather-volume-clouds/source/geospatial/shaders/interleavedGradientNoise.glslasset264 bytesexamples/weather-volume-clouds/source/geospatial/shaders/math.glslasset2,434 bytesexamples/weather-volume-clouds/source/geospatial/shaders/packing.glslasset505 bytesexamples/weather-volume-clouds/source/geospatial/shaders/raySphereIntersection.glslasset3,750 bytesexamples/weather-volume-clouds/source/geospatial/shaders/transform.glslasset343 bytesexamples/weather-volume-clouds/source/geospatial/shaders/turbo.glslasset476 bytesexamples/weather-volume-clouds/source/geospatial/shaders/vogelDisk.glslasset401 bytesexamples/weather-volume-clouds/source/geospatial/typedArray.tsruns1,059 bytesexamples/weather-volume-clouds/source/geospatial/typedArrayParsers.tsruns3,055 bytesexamples/weather-volume-clouds/source/geospatial/types.tsruns251 bytesexamples/weather-volume-clouds/source/geospatial/unrollLoops.tsruns714 bytesexamples/weather-volume-clouds/source/vendor/tiny-invariant.tsruns301 bytesexamples/weather-volume-clouds/source/vendor/url-join.tsruns716 bytesreferences/weather-volume-and-reconstruction.mddoc13,533 bytes
Read SKILL.md
# Volumetric Clouds
Cloud quality comes from density organization, lighting, and temporal stability—not from increasing march steps over unstructured 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.
## System order
1. Define the cloud volume and layer bounds.
2. Generate or source weather, base-shape, detail, and turbulence fields.
3. Build a density function with vertical and weather profiles.
4. Raymarch only the bounded occupied segment.View the complete source on GitHubthreejs-water-optics
When your agent uses it
Build production analytic and bounded water in Three.js. Use for luminescent shallow-water rivers with coupled flow, bioluminescent excitation, advected foam and RGB caustics, photoreal shallow water with gravity-capillary FFT waves, dispersive caustics and diffraction glare, shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential-area caustics, ray-traced pool/water/sphere volume optics, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, Beer-Lambert absorption, and crest foam.
What it loads into context
Frontmatter
139 tokensAlways available to the agent
SKILL.md
919 tokensWhen the skill is activated
Reference documents
3,734 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Analytic surface build order
- Failure conditions
- Routing boundary
Scripts executed separately
assets/photoreal-water/pebbles.jsexamples/interactive-pool-volume/water-volume-system.jsexamples/luminescent-water/luminescent-water.jsexamples/photoreal-water/photoreal-water.js
Files
SKILL.mdcore4,410 bytesagents/openai.yamlasset377 bytesassets/interactive-pool-volume/tiles.jpgasset110,238 bytesassets/interactive-pool-volume/xneg.jpgasset23,299 bytesassets/interactive-pool-volume/xpos.jpgasset30,837 bytesassets/interactive-pool-volume/ypos.jpgasset16,741 bytesassets/interactive-pool-volume/zneg.jpgasset24,402 bytesassets/interactive-pool-volume/zpos.jpgasset22,927 bytesassets/photoreal-water/THIRD_PARTY_LICENSES.mddoc1,161 bytesassets/photoreal-water/pebbles.jsruns333,863 bytesexamples/interactive-pool-volume/example-render.jpegasset138,799 bytesexamples/interactive-pool-volume/water-volume-system.jsruns28,497 bytesexamples/luminescent-water/example-render.jpegasset229,008 bytesexamples/luminescent-water/luminescent-water.jsruns52,710 bytesexamples/photoreal-water/example-render.jpegasset320,360 bytesexamples/photoreal-water/photoreal-water.jsruns42,563 bytesreferences/luminescent-water.mddoc4,448 bytesreferences/photoreal-water.mddoc5,224 bytesreferences/water-surface-system.mddoc5,404 bytes
Read SKILL.md
# 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 seas with spectral cascades, coastal breakers or camera-medium
crossings, use `$threejs-spectral-ocean`. This skill also owns the air-side
`photoreal-water` shallow-water compositor.
## Analytic surface build order
View the complete source on GitHubSkills included
- threejs-atmosphere-aerial-perspective
- threejs-bloom
- threejs-camera-direction
- threejs-exposure-color-grading
- threejs-image-pipeline
- threejs-parallax-occlusion-mapping
- threejs-precipitation-surfaces
- threejs-procedural-animation
- threejs-procedural-architecture
- threejs-procedural-fields
- threejs-procedural-geometry
- threejs-procedural-materials
- threejs-procedural-planets
- threejs-procedural-vegetation
- threejs-procedural-vfx
- threejs-raymarched-space-effects
- threejs-screen-space-ambient-occlusion
- threejs-shadow-systems
- threejs-skill-router
- threejs-spectral-ocean
- threejs-temporal-surfaces
- threejs-visual-validation
- threejs-volumetric-clouds
- threejs-water-optics
Repository facts
- License
- MIT
- Created
- Jun 19, 2026
- Last pushed
- Oct 22, 2026
- Forks
- 107
- Open issues
- 0
- Project activity
- Active
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Before you install
Network or broad shellAutomated signals, not a guarantee
Checked Nov 4, 2026
Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.
Show 12 notes
skills/threejs-bloom/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/threejs-bloom/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/threejs-precipitation-surfaces/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/threejs-precipitation-surfaces/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/threejs-procedural-materials/assets/simulated-tearable-denim/settled-drape.js:3Analysis incomplete: physical or joined line exceeds character limitskills/threejs-procedural-materials/assets/simulated-tearable-denim/settled-drape.js:2Analysis incomplete: physical or joined line exceeds character limitskills/threejs-procedural-vfx/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/threejs-raymarched-space-effects/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/threejs-spectral-ocean/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/threejs-spectral-ocean/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/threejs-volumetric-clouds/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/threejs-water-optics/assets/photoreal-water/pebbles.js:1Analysis incomplete: physical or joined line exceeds character limit
- No broad tool permissions
- No dangerous shell commands
- 295 network referencesin 84 files: threejs-procedural-materials/examples/simulated-tearable-denim/source/rendering/wgsl/fuzz.wgsl:53 threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/clouds.frag:170 threejs-procedural-materials/examples/simulated-fur/source/fur-system.js:575 and 81 more
- 1 obfuscation signalin 1 file: threejs-procedural-materials/assets/simulated-tearable-denim/settled-drape.js:3
- No instruction overrides
- 345 executable scriptsin 340 files: skills/threejs-procedural-planets/examples/procedural-planet-surface/planet-system.js:1 threejs-procedural-architecture/examples/procedural-financial-tower/building-system.js:1 threejs-procedural-architecture/examples/procedural-financial-tower/shadow-clipmaps.js:1 and 337 more
- No access to secrets
- No requests to vote in Hot
Show all 641 signals by file
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/atmosphere-effect.js
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/AerialPerspectiveEffect.ts
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// Interpolation values are picked to match previous rough globe scales to // match the previous "camera height" approach for interpolation. // See: https://github.com/takram-design-engineering/three-geospatial/pull/23 - Network accessline 373
// See: https://github.com/takram-design-engineering/three-geospatial/pull/23
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/AtmosphereMaterialBase.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/AtmosphereParameters.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/IrradianceMaskPass.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/PrecomputedTexturesLoader.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/SkyLightProbe.ts
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// Constant term: L0 * sqrt(π)/2 == 0.5 // Linear term: L1 * π/3 * sqrt(3)/sqrt(π) == n/2 // See: https://github.com/mrdoob/three.js/blob/r170/src/math/SphericalHarmonics3.js#L85 - Network accessline 30
// Linear term: L1 * π/3 * sqrt(3)/sqrt(π) == n/2 // See: https://github.com/mrdoob/three.js/blob/r170/src/math/SphericalHarmonics3.js#L85 // See also: https://www.ppsloan.org/publications/StupidSH36.pdf - Network accessline 31
// See: https://github.com/mrdoob/three.js/blob/r170/src/math/SphericalHarmonics3.js#L85 - Network accessline 32
// See also: https://www.ppsloan.org/publications/StupidSH36.pdf
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/SkyMaterial.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/StarsGeometry.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/StarsMaterial.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/SunDirectionalLight.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/blackBodyChromaticity.ts
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// Convert temperature to black body chromaticity // See: https://google.github.io/filament/Filament.html#lighting/directlighting/lightsparameterization/colortemperature - Network accessline 19
// See: https://google.github.io/filament/Filament.html#lighting/directlighting/lightsparameterization/colortemperature - Network accessline 45
// See: https://en.wikipedia.org/wiki/Color_index
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/celestialDirections.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/constants.ts
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const ref = '82e00c5222d6cbc222af69abdf6d3f4fc9f63030' export const DEFAULT_PRECOMPUTED_TEXTURES_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/atmosphere/assets` - Network accessline 17
export const DEFAULT_PRECOMPUTED_TEXTURES_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/atmosphere/assets` - Network accessline 18
export const DEFAULT_STARS_DATA_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/atmosphere/assets/stars.bin`
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/getAltitudeCorrectionOffset.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/getSunLightColor.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/helpers/functions.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/helpers/sampleTexture.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/index.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/shaders/aerialPerspectiveEffect.vert
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// Gradually turn off altitude correction for aerial perspective as geometric // error correction takes effect. // See: https://github.com/takram-design-engineering/three-geospatial/pull/23#issuecomment-2542914656 - Network accessline 53
// error correction takes effect. // See: https://github.com/takram-design-engineering/three-geospatial/pull/23#issuecomment-2542914656 vGeometryEllipsoidCenter = - Network accessline 54
// See: https://github.com/takram-design-engineering/three-geospatial/pull/23#issuecomment-2542914656
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/shaders/functions.glsl
- Network accessline 2
// This file includes runtime functions only. Please refer to Bruneton's source // code for the whole picture. It has detailed comments. // https://github.com/ebruneton/precomputed_atmospheric_scattering/blob/master/atmosphere/functions.gls - Network accessline 4
// https://github.com/ebruneton/precomputed_atmospheric_scattering/blob/master/atmosphere/functions.glsl - Network accessline 401
// Hack to avoid rendering artifacts near the horizon, due to finite // atmosphere texture resolution and finite floating point precision. // See: https://github.com/ebruneton/precomputed_atmospheric_scattering/pull/32 - Network accessline 402
// atmosphere texture resolution and finite floating point precision. // See: https://github.com/ebruneton/precomputed_atmospheric_scattering/pull/32 if (!ray_r_mu_intersects_ground) { - Network accessline 403
// See: https://github.com/ebruneton/precomputed_atmospheric_scattering/pull/32
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/shaders/index.ts
- Executable scriptline 1
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/shaders/irradianceMask.frag
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// Based on: https://github.com/pmndrs/postprocessing/blob/v6.37.4/src/materials/glsl/depth-mask.frag
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/atmosphere/types.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/DepthEffect.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/DitheringEffect.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/DownsampleThresholdMaterial.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/GeometryEffect.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/GeometryPass.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/LensFlareEffect.ts
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/LensFlareFeaturesMaterial.ts
- Executable scriptline 1
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/NormalEffect.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/createHaldLookupTexture.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/index.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/setupMaterialsForGeometryPass.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/shaders/downsampleThreshold.frag
- Network accessline 26
// Reference: https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom - Network accessline 68
// WORKAROUND: Avoid screen flashes if the input buffer contains NaN texels. // See: https://github.com/takram-design-engineering/three-geospatial/issues/7 - Network accessline 69
// See: https://github.com/takram-design-engineering/three-geospatial/issues/7
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/effects/shaders/lensFlareFeatures.frag
- Network accessline 40
// Reference: https://john-chapman.github.io/2017/11/05/pseudo-lens-flare.html
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/ArrayBufferLoader.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/DataLoader.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/EXR3DLoader.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/Ellipsoid.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/EllipsoidGeometry.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/Geodetic.ts
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// See: https://en.wikipedia.org/wiki/Geographic_coordinate_conversion - Network accessline 83
// Reference: https://github.com/CesiumGS/cesium/blob/1.122/packages/engine/Source/Core/Geodetic.js#L119 - Network accessline 114
// See: https://en.wikipedia.org/wiki/Geographic_coordinate_conversion - Network accessline 115
// Reference: https://github.com/CesiumGS/cesium/blob/1.122/packages/engine/Source/Core/Cartesian3.js#L916
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/PointOfView.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/Rectangle.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/STBNLoader.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/Texture3DLoader.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/TileCoordinate.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/TilingScheme.ts
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// Reference: https://github.com/CesiumGS/cesium/blob/1.122/packages/engine/Source/Core/GeographicTilingScheme.js#L210 - Network accessline 67
// Reference: https://github.com/CesiumGS/cesium/blob/1.122/packages/engine/Source/Core/GeographicTilingScheme.js#L169
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/TypedArrayLoader.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/assertions.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/bufferGeometry.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/constants.ts
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const ref = '9627216cc50057994c98a2118f3c4a23765d43b9' export const DEFAULT_STBN_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/core/assets/stbn.bin` - Network accessline 6
export const DEFAULT_STBN_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/core/assets/stbn.bin`
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/decorators.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/defineShorthand.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/helpers/projectOnEllipsoidSurface.ts
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/index.ts
- Executable scriptline 1
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/math.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/resolveIncludes.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/shaders/cascadedShadowMaps.glsl
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// Reference: https://github.com/mrdoob/three.js/blob/r171/examples/jsm/csm/CSMShader.js
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/shaders/index.ts
- Executable scriptline 1
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/shaders/interleavedGradientNoise.glsl
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// Reference: https://advances.realtimerendering.com/s2014/index.html#_NEXT_GENERATION_POST
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/shaders/packing.glsl
- Network accessline 1
// Reference: https://jcgt.org/published/0003/02/01/paper.pdf
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/shaders/turbo.glsl
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/shaders/vogelDisk.glsl
- Network accessline 1
// Reference: https://www.gamedev.net/tutorials/programming/graphics/contact-hardening-soft-shadows-made-fast-r4906/
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/typedArray.ts
- Executable scriptline 1
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/typedArrayParsers.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/types.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/geospatial/unrollLoops.ts
skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/vendor/tiny-invariant.ts
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skills/threejs-atmosphere-aerial-perspective/examples/lut-aerial-perspective/source/vendor/url-join.ts
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skills/threejs-parallax-occlusion-mapping/examples/silhouette-relief/ParallaxOcclusion.js
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skills/threejs-parallax-occlusion-mapping/examples/silhouette-relief/bulkhead-height-maps.js
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skills/threejs-parallax-occlusion-mapping/examples/silhouette-relief/silhouette-relief-system.js
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skills/threejs-precipitation-surfaces/assets/wet-puddle-rain/GPL-3.0.txt
- Network accessline 4
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> - Network accessline 647
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. - Network accessline 648
along with this program. If not, see <https://www.gnu.org/licenses/>. - Network accessline 665
if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <https://www.gnu.org/licenses/>. - Network accessline 667
<https://www.gnu.org/licenses/>. - Network accessline 672
the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <https://www.gnu.org/licenses/why-not-lgpl.html>. - Network accessline 674
<https://www.gnu.org/licenses/why-not-lgpl.html>.
skills/threejs-precipitation-surfaces/examples/snow-accumulation/snow-system.js
- Executable scriptline 1
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skills/threejs-precipitation-surfaces/examples/wet-puddle-rain/rain-puddle-system.js
- Executable scriptline 1
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skills/threejs-procedural-architecture/examples/procedural-financial-tower/building-system.js
skills/threejs-procedural-architecture/examples/procedural-financial-tower/shadow-clipmaps.js
skills/threejs-procedural-geometry/assets/geometry-quality-kit/assembly.js
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skills/threejs-procedural-geometry/assets/geometry-quality-kit/geometry-audit.js
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skills/threejs-procedural-geometry/assets/geometry-quality-kit/geometry-contract.js
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skills/threejs-procedural-geometry/assets/geometry-quality-kit/mesh-topology-audit.js
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skills/threejs-procedural-geometry/assets/geometry-quality-kit/procedural-mesh.js
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skills/threejs-procedural-geometry/assets/geometry-quality-kit/selftest.js
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skills/threejs-procedural-geometry/examples/formula-one-race-car/race-car-model.js
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skills/threejs-procedural-geometry/examples/formula-one-race-car/source/design-contract.js
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skills/threejs-procedural-geometry/examples/formula-one-race-car/source/mesh-kit.js
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skills/threejs-procedural-geometry/examples/formula-one-race-car/source/race-car-materials.js
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skills/threejs-procedural-geometry/examples/formula-one-race-car/source/race-car-model.js
skills/threejs-procedural-geometry/examples/formula-one-race-car/source/race-car-textures.js
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skills/threejs-procedural-geometry/examples/porcelain-brass-submarine/source/design-contract.js
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skills/threejs-procedural-geometry/examples/porcelain-brass-submarine/source/mesh-kit.js
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skills/threejs-procedural-geometry/examples/porcelain-brass-submarine/source/submarine-materials.js
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skills/threejs-procedural-geometry/examples/porcelain-brass-submarine/source/submarine-model.js
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skills/threejs-procedural-geometry/examples/porcelain-brass-submarine/submarine-model.js
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skills/threejs-procedural-geometry/examples/procedural-optimus-humanoid/procedural-optimus-humanoid.js
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skills/threejs-procedural-geometry/examples/procedural-optimus-humanoid/source/optimus-humanoid-system.js
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skills/threejs-procedural-geometry/examples/sculpted-gallery-frame/frame-geometry.js
skills/threejs-procedural-geometry/examples/sport-motorcycle/motorcycle-model.js
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skills/threejs-procedural-geometry/examples/sport-motorcycle/source/design-contract.js
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skills/threejs-procedural-geometry/examples/sport-motorcycle/source/mesh-kit.js
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skills/threejs-procedural-geometry/examples/sport-motorcycle/source/motorcycle-materials.js
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skills/threejs-procedural-geometry/examples/sport-motorcycle/source/motorcycle-model.js
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skills/threejs-procedural-geometry/examples/sport-motorcycle/source/motorcycle-parts.js
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it stops over the crown and reads as a floating shell. Its section is not a bent sheet: a raised centre spine, a crease either side of it, and skirts that curl down outboard of the tyre shoulders. */ - Network accessline 1770
Its section is not a bent sheet: a raised centre spine, a crease either side of it, and skirts that curl down outboard of the tyre shoulders. */ const fenderA0 = 0.55, fenderA1 = 2.22; - Network accessline 1771
side of it, and skirts that curl down outboard of the tyre shoulders. */
skills/threejs-procedural-geometry/references/vehicle-loft-and-projector-contract.md
- Network accessline 146
Endplates, fences, strakes and louvres are authored 2D outlines in real metres, extruded with a bevel, then deformed by a 3D warp. The warp is where curl comes - Network accessline 147
extruded with a bevel, then deformed by a 3D warp. The warp is where curl comes - Network accessline 151
plate(outline, { thickness: 0.008, bevel: 0.0024, holes: [slotA, slotB], warp: (z, y, w) => V3(0.8950 + w + curl(z, y), y, z) }); // curl = 0.052 · up^1.7 · back^1.20 → outwash grows toward the top rear - Network accessline 153
// curl = 0.052 · up^1.7 · back^1.20 → outwash grows toward the top rear
skills/threejs-procedural-materials/assets/deformable-sand/GPL-3.0.txt
- Network accessline 4
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> - Network accessline 647
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. - Network accessline 648
along with this program. If not, see <https://www.gnu.org/licenses/>. - Network accessline 665
if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <https://www.gnu.org/licenses/>. - Network accessline 667
<https://www.gnu.org/licenses/>. - Network accessline 672
the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <https://www.gnu.org/licenses/why-not-lgpl.html>. - Network accessline 674
<https://www.gnu.org/licenses/why-not-lgpl.html>.
skills/threejs-procedural-materials/assets/simulated-tearable-denim/GPL-3.0.txt
- Network accessline 4
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> - Network accessline 647
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. - Network accessline 648
along with this program. If not, see <https://www.gnu.org/licenses/>. - Network accessline 665
if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <https://www.gnu.org/licenses/>. - Network accessline 667
<https://www.gnu.org/licenses/>. - Network accessline 672
the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <https://www.gnu.org/licenses/why-not-lgpl.html>. - Network accessline 674
<https://www.gnu.org/licenses/why-not-lgpl.html>.
skills/threejs-procedural-materials/assets/simulated-tearable-denim/THIRD_PARTY_LICENSES.md
- Network accessline 3
The denim implementation and settled-state asset are GPL-3.0-only. Copyright 2026 Scott. https://github.com/scottstts/Break-That-Denim - Network accessline 4
Copyright 2026 Scott. https://github.com/scottstts/Break-That-Denim See GPL-3.0.txt in this directory. - Network accessline 5
https://github.com/scottstts/Break-That-Denim
skills/threejs-procedural-materials/assets/simulated-tearable-denim/settled-drape.js
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return Uint8Array.from(atob("RFJBUAEAAADCUQAAezh3+ro1mr7Ua16+AAAAAAAAAAB0gZi+ajdevgAAAAAAAAAALs2Wvv8CXr4AAAAAAAAAAOgYlb6Vzl2+AAAAAAAAAACjZJO+KppdvgAAAAAAAAAAXbCRvsBlXb4AAAAAAAAAABf8j75VMV2+AAAAAAAAAADRR46+6/xcvgAAAAAAAAAAi5OMvoHIXL4AAAAAAAA
skills/threejs-procedural-materials/examples/deformable-sand/deformable-sand.js
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skills/threejs-procedural-materials/examples/deformable-sand/source/config.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/input/strokes.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/platform/shader.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/render/airborne-shadow.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/render/camera.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/render/coconut-shadow.ts
skills/threejs-procedural-materials/examples/deformable-sand/source/render/lighting.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/render/postprocess.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/render/renderer.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/render/shaders.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/render/water-reset.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/reset/effect.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/reset/viewport.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/reset/wgsl.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/simulation/clock.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/simulation/flux.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/simulation/shaders.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/simulation/solver.ts
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skills/threejs-procedural-materials/examples/deformable-sand/source/simulation/wave-reset-shader.ts
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skills/threejs-procedural-materials/examples/hybrid-soil-moss-surface/hybrid-soil-moss-surface.js
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skills/threejs-procedural-materials/examples/hybrid-soil-moss-surface/model-moss-accumulation.js
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skills/threejs-procedural-materials/examples/lava-flow-surface/lava-surface.js
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vec2 advectedDomain(vec2 p) { p += vec2(1.0, 1.5) * uTime * uFlowSpeed; vec2 curl = vec2( - Network accessline 127
p += vec2(1.0, 1.5) * uTime * uFlowSpeed; vec2 curl = vec2( sin(p.y * uRidgeFrequency + uTime * 0.42), - Network accessline 128
vec2 curl = vec2(
skills/threejs-procedural-materials/examples/luminescent-butterfly/luminescent-butterfly.js
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skills/threejs-procedural-materials/examples/luminescent-jellyfish/luminescent-jellyfish.js
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const seedN = screenUV.mul(vec2(1931.7, 1213.3)).add(fract(time.mul(13.7)).mul(97.0)); const nL = hash(seedN.dot(vec2(1, 57))).add(hash(seedN.dot(vec2(1, 61)).add(3.1))).sub(1.0); const nC = vec3(hash(seedN.dot(vec2(1, 71)).add(7.7)), 0 - Network accessline 1235
const nL = hash(seedN.dot(vec2(1, 57))).add(hash(seedN.dot(vec2(1, 61)).add(3.1))).sub(1.0); const nC = vec3(hash(seedN.dot(vec2(1, 71)).add(7.7)), 0.5, hash(seedN.dot(vec2(1, 83)).add(1.9))).sub(0.5); const amp = float(0.030).mul(float - Network accessline 1236
const nC = vec3(hash(seedN.dot(vec2(1, 71)).add(7.7)), 0.5, hash(seedN.dot(vec2(1, 83)).add(1.9))).sub(0.5);
skills/threejs-procedural-materials/examples/physical-diffraction-grating/physical-diffraction-grating.js
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skills/threejs-procedural-materials/examples/raytraced-diamond/diamond-material.js
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skills/threejs-procedural-materials/examples/simulated-cloth/simulated-cloth.js
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skills/threejs-procedural-materials/examples/simulated-cloth/source/cloth-kernel.js
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skills/threejs-procedural-materials/examples/simulated-cloth/source/cloth-system.js
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skills/threejs-procedural-materials/examples/simulated-fur/simulated-fur.js
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skills/threejs-procedural-materials/examples/simulated-fur/source/fur-geometry.js
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skills/threejs-procedural-materials/examples/simulated-fur/source/fur-system.js
- Executable scriptline 1
Executable file - Network accessline 575
const osc = oscillate && !c.isThumb ? 0.42 * Math.sin(T * Math.PI * 2 * 7 + c.ph) + 0.12 : 0; const ow = [0.15, 0.45, 0.4]; c.joints.forEach((j, i) => { j.rotation.x = (i === 0 ? c.pitch : 0) - (c.curl * c.weights[i] + osc * ow[i]); - Network accessline 576
const ow = [0.15, 0.45, 0.4]; c.joints.forEach((j, i) => { j.rotation.x = (i === 0 ? c.pitch : 0) - (c.curl * c.weights[i] + osc * ow[i]); }); } - Network accessline 577
c.joints.forEach((j, i) => { j.rotation.x = (i === 0 ? c.pitch : 0) - (c.curl * c.weights[i] + osc * ow[i]); }); - Network accessline 627
// fingers: curl until the tips rest where they should - Network accessline 628
poseFingers(false); for (const c of chains) { if (!hit) { c.curl += (0.35 - c.curl) * (1 - Math.exp(-dt * 6)); continue; } - Network accessline 629
for (const c of chains) { if (!hit) { c.curl += (0.35 - c.curl) * (1 - Math.exp(-dt * 6)); continue; } c.joints[2].localToWorld(_tip.set(0, 0, -c.lens[2])); - Network accessline 630
if (!hit) { c.curl += (0.35 - c.curl) * (1 - Math.exp(-dt * 6)); continue; } - Network accessline 635
const hs = raycaster.intersectObjects(proxies, false); raycaster.far = Infinity; if (!hs.length) { c.curl += (0.3 - c.curl) * 0.1; continue; } - Network accessline 636
raycaster.far = Infinity; if (!hs.length) { c.curl += (0.3 - c.curl) * 0.1; continue; } const gap = hs[0].distance - 0.6; - Network accessline 637
if (!hs.length) { c.curl += (0.3 - c.curl) * 0.1; continue; } - Network accessline 638
const gap = hs[0].distance - 0.6; const want = mode === 'hover' ? 0.09 : mode === 'pet' ? c.tipR * HS + 0.012 : c.tipR * HS * 0.35; c.curl += Math.max(-0.1, Math.min(0.1, (gap - want) * 5)); - Network accessline 639
const want = mode === 'hover' ? 0.09 : mode === 'pet' ? c.tipR * HS + 0.012 : c.tipR * HS * 0.35; c.curl += Math.max(-0.1, Math.min(0.1, (gap - want) * 5)); c.curl = c.isThumb ? Math.max(-0.3, Math.min(1.0, c.curl)) : Math.max(-0.35 - Network accessline 640
c.curl += Math.max(-0.1, Math.min(0.1, (gap - want) * 5)); - Network accessline 641
c.curl = c.isThumb ? Math.max(-0.3, Math.min(1.0, c.curl)) : Math.max(-0.35, Math.min(1.8, c.curl));
skills/threejs-procedural-materials/examples/simulated-paper-burning/simulated-paper-burning.js
- Executable scriptline 1
Executable file - Network accessline 20
const NPX = 256, NPZ = 182, NP = NPX * NPZ; // cloth / combustion lattice (≈1.16 mm) const NFX = 128, NFY = 56, NFZ = 96; // pyro grid const NFXY = NFX * NFY, NV = NFXY * NFZ, NC = NFX * NFZ; - Network accessline 21
const NFX = 128, NFY = 56, NFZ = 96; // pyro grid const NFXY = NFX * NFY, NV = NFXY * NFZ, NC = NFX * NFZ; const DX = 0.4 / NFX; // 3.125 mm voxels - Network accessline 22
const NFXY = NFX * NFY, NV = NFXY * NFZ, NC = NFX * NFZ; - Network accessline 912
} ); colBuf.element( id ).assign( vec4( e.mul( DX ), 0, 0, 0 ) ); } )().compute( NC ).setName( 'column' ); - Network accessline 914
} )().compute( NC ).setName( 'column' ); - Network accessline 934
} textureStore( groundTex, uvec2( i, k ), vec4( near.div( wn ), far.div( wf ), soot.div( ws ).mul( U.sootKeep.mul( 0.000025 ) ), 0 ) ); } )().compute( NC ).setName( 'groundTex' ); - Network accessline 936
} )().compute( NC ).setName( 'groundTex' ); - Network accessline 966
const id = I( instanceIndex ); atomicStore( emitFuel.element( id ), I( 0 ) ); atomicStore( emitHeat.element( id ), I( 0 ) ); atomicStore( emitSmoke.element( id ), I( 0 ) ); If( id.lessThan( I( NC ) ), () => { atomicStore( sootAcc.element( - Network accessline 967
atomicStore( emitFuel.element( id ), I( 0 ) ); atomicStore( emitHeat.element( id ), I( 0 ) ); atomicStore( emitSmoke.element( id ), I( 0 ) ); If( id.lessThan( I( NC ) ), () => { atomicStore( sootAcc.element( id ), I( 0 ) ); } ); } )().comp - Network accessline 968
If( id.lessThan( I( NC ) ), () => { atomicStore( sootAcc.element( id ), I( 0 ) ); } );
skills/threejs-procedural-materials/examples/simulated-tearable-denim/simulated-tearable-denim.js
- Executable scriptline 1
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/denim-system.ts
- Executable scriptline 1
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/gpu/util.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/rendering/camera.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/rendering/math.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/rendering/renderer.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/rendering/wgsl/fuzz.wgsl
- Network accessline 53
const SHEET_FIBRES: u32 = 48u; // a loose fibre's lateral wander: cotton's convolutions (amplitude, range of wavelengths), and the // gentler curl of its free length (amplitude per length free, range of wavelengths: loose cotton - Network accessline 54
// a loose fibre's lateral wander: cotton's convolutions (amplitude, range of wavelengths), and the // gentler curl of its free length (amplitude per length free, range of wavelengths: loose cotton // bends with radii of a millimetre or two - Network accessline 55
// gentler curl of its free length (amplitude per length free, range of wavelengths: loose cotton - Network accessline 192
if (m.n > 0.0) { // the fan, its fibres' wander and width, and a pixel's margin for the coverage filter halfW = H + 1.6 * (CRIMP_AMP + CURL * len * t) + FIBRE_W * max(1.0, m.n / f32(SHEET_FIBRES)) + 0.5 * pixW; - Network accessline 193
// the fan, its fibres' wander and width, and a pixel's margin for the coverage filter halfW = H + 1.6 * (CRIMP_AMP + CURL * len * t) + FIBRE_W * max(1.0, m.n / f32(SHEET_FIBRES)) + 0.5 * pixW; o.alpha = 1.0; - Network accessline 194
halfW = H + 1.6 * (CRIMP_AMP + CURL * len * t) + FIBRE_W * max(1.0, m.n / f32(SHEET_FIBRES)) + 0.5 * pixW; - Network accessline 389
// past SHEET_FIBRES, each evaluated fibre stands for several side by side let d = FIBRE_W * max(1.0, n / f32(SHEET_FIBRES)); let wander = CRIMP_AMP + CURL * len * t; - Network accessline 390
let d = FIBRE_W * max(1.0, n / f32(SHEET_FIBRES)); let wander = CRIMP_AMP + CURL * len * t; let half = mix(r0, H, t) + wander; - Network accessline 391
let wander = CRIMP_AMP + CURL * len * t; - Network accessline 423
let q = vec4<f32>(vec4<u32>(h1 & 255u, (h1 >> 8u) & 255u, (h1 >> 16u) & 255u, h1 >> 24u)) * (1.0 / 255.0); // the convolutions and the free length's curl let along = t * len; - Network accessline 424
// the convolutions and the free length's curl let along = t * len; let ph = along / mix(CRIMP_MIN, CRIMP_MAX, q.x) + r.w; - Network accessline 427
let p = vec4<f32>(vec4<u32>(h2 & 255u, (h2 >> 8u) & 255u, (h2 >> 16u) & 255u, h2 >> 24u)) * (1.0 / 255.0); let crimp = CRIMP_AMP * (0.4 + 1.2 * q.y) * smoothstep(0.0, 0.2, t) * wave(ph); let curl = CURL * along * (0.3 + 1.4 * p.x) * - Network accessline 428
let crimp = CRIMP_AMP * (0.4 + 1.2 * q.y) * smoothstep(0.0, 0.2, t) * wave(ph); let curl = CURL * along * (0.3 + 1.4 * p.x) * wave(along / mix(CURL_MIN, CURL_MAX, q.w) + p.y); let yk = mix((2.0 * r.y - 1.0) * r0, (2.0 * r.z - 1.0) * - Network accessline 429
let curl = CURL * along * (0.3 + 1.4 * p.x) * wave(along / mix(CURL_MIN, CURL_MAX, q.w) + p.y); - Network accessline 448
// the strand shadows itself across its width: a tuft is lit on the side toward the key and dark on // the far side, through the optical depth its own fibre presents across it (as for its coverage) let half = mix(in.sheet.y, in.lat.y, i - Network accessline 449
// the far side, through the optical depth its own fibre presents across it (as for its coverage) let half = mix(in.sheet.y, in.lat.y, in.along) + CRIMP_AMP + CURL * in.sheet.z * in.along; let across = in.sheet.x * (1.0 - in.along) * FI - Network accessline 450
let half = mix(in.sheet.y, in.lat.y, in.along) + CRIMP_AMP + CURL * in.sheet.z * in.along;
skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/rendering/wgsl/material_map.wgsl
- Network accessline 75
// point is connected to all four (a far corner, e.g. of a piece that fell away, never bends it). let n00 = L.x + cj * L.y + ci; var nc = array<u32, 4>(n00, n00 + 1u, n00 + L.y, n00 + L.y + 1u); - Network accessline 76
let n00 = L.x + cj * L.y + ci; var nc = array<u32, 4>(n00, n00 + 1u, n00 + L.y, n00 + L.y + 1u); var h = array<f32, 4>((1.0 - s) * (1.0 - t), s * (1.0 - t), (1.0 - s) * t, s * t); - Network accessline 77
var nc = array<u32, 4>(n00, n00 + 1u, n00 + L.y, n00 + L.y + 1u);
skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/rendering/wgsl/surface.wgsl
- Network accessline 159
let linkXY = inX && inY && debrisS(cxy, total) == deb && ((linkX && surfaceYarnS(cx, 1u) && surfaceYarnS(cxy, 1u)) || (linkY && surfaceYarnS(cy, 0u) && surfaceYarnS(cxy, 0u))); let n00 = L.x + cj * L.y + ci; var nc = array<u32, 4>(n00, - Network accessline 160
let n00 = L.x + cj * L.y + ci; var nc = array<u32, 4>(n00, n00 + 1u, n00 + L.y, n00 + L.y + 1u); var kap = vec4<f32>(0.0); - Network accessline 161
var nc = array<u32, 4>(n00, n00 + 1u, n00 + L.y, n00 + L.y + 1u);
skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/rendering/wgsl/thread_tail.wgsl
- Network accessline 19
// the yarn's direction there (as runCenter left it). Freed and untwisted, its fibres slide on one // another, so it bends as its fibres do side by side (count x a fibre's stiffness), under its own // weight, with the curl its spinning set - Network accessline 20
// another, so it bends as its fibres do side by side (count x a fibre's stiffness), under its own // weight, with the curl its spinning set in it. Where its shape would pass through the cloth it rests // on it instead, on the side it came - Network accessline 21
// weight, with the curl its spinning set in it. Where its shape would pass through the cloth it rests - Network accessline 166
let h = len / f32(TAIL_SEGS); let rY = select(LR.loose.x, LR.loose.y, ri.fam == 1u); // the curl spinning set in the yarn: radius 5 to 20 mm about an axis across it - Network accessline 167
let rY = select(LR.loose.x, LR.loose.y, ri.fam == 1u); // the curl spinning set in the yarn: radius 5 to 20 mm about an axis across it let seed = hash11((ri.layer * 7919u + ri.yarn) * 2u + ri.fam + 0x7a11u); - Network accessline 168
// the curl spinning set in the yarn: radius 5 to 20 mm about an axis across it - Network accessline 169
let seed = hash11((ri.layer * 7919u + ri.yarn) * 2u + ri.fam + 0x7a11u); let across = normalize(cross(dir0, vec3<f32>(hashf(seed) - 0.5, hashf(seed + 1u) - 0.5, hashf(seed + 2u) - 0.5)) + vec3<f32>(1e-9, 0.0, 0.0)); let curl = across / - Network accessline 170
let across = normalize(cross(dir0, vec3<f32>(hashf(seed) - 0.5, hashf(seed + 1u) - 0.5, hashf(seed + 2u) - 0.5)) + vec3<f32>(1e-9, 0.0, 0.0)); let curl = across / (5e-3 + 15e-3 * hashf(seed + 3u)); // rotation vectors per segment (its t - Network accessline 171
let curl = across / (5e-3 + 15e-3 * hashf(seed + 3u)); - Network accessline 172
// rotation vectors per segment (its turn from the one before, per unit length): the weight beyond // each node bends it by its moment over EI, plus the curl var kap: array<vec3<f32>, TAIL_SEGS>; - Network accessline 173
// each node bends it by its moment over EI, plus the curl var kap: array<vec3<f32>, TAIL_SEGS>; var t: array<vec3<f32>, TAIL_SEGS>;
skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/rendering/wgsl/threads.wgsl
- Network accessline 266
runs[r] = vec4<u32>(l | (f << 4u) | (endA << 5u) | (endB << 7u), yarn | (pos << 16u), n, 0u); // drawn over n + 1 crossings: half a crossing beyond each end (into the weave, or to the cut) let nc = n / CHUNK + 1u; - Network accessline 267
// drawn over n + 1 crossings: half a crossing beyond each end (into the weave, or to the cut) let nc = n / CHUNK + 1u; let c0 = atomicAdd(&threadCount[1], nc); - Network accessline 268
let nc = n / CHUNK + 1u; - Network accessline 354
@compute @workgroup_size(1) fn threadArgs() { let nc = min(atomicLoad(&threadCount[1]), MAX_CHUNKS); - Network accessline 355
fn threadArgs() { let nc = min(atomicLoad(&threadCount[1]), MAX_CHUNKS); threadDraw[0] = THREAD_VERTS; - Network accessline 356
let nc = min(atomicLoad(&threadCount[1]), MAX_CHUNKS); - Network accessline 360
threadDraw[3] = 0u; threadDraw[4] = FIBER_VERTS; threadDraw[5] = nc * FIBERS_PER_CHUNK; - Network accessline 361
threadDraw[4] = FIBER_VERTS; threadDraw[5] = nc * FIBERS_PER_CHUNK; threadDraw[6] = 0u; - Network accessline 362
threadDraw[5] = nc * FIBERS_PER_CHUNK;
skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/shared/noise.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/axial.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/fabric-config.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/gpu/contact.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/gpu/interaction.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/gpu/selfcontact.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/gpu/settle.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/gpu/solver.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/gpu/topology.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/gpu/wgsl/common.wgsl
- Network accessline 356
}; fn bracketOf(i: u32, n: u32) -> Bracket { let nc = coarseCount(n); - Network accessline 357
fn bracketOf(i: u32, n: u32) -> Bracket { let nc = coarseCount(n); var lo = min(nc - 1u, i >> 1u); - Network accessline 358
let nc = coarseCount(n); - Network accessline 359
var lo = min(nc - 1u, i >> 1u);
skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/grip.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/hand.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/lattice.ts
skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/laws.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/material.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/materialPoint.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/telemetry.ts
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skills/threejs-procedural-materials/examples/simulated-tearable-denim/source/simulation/yarnField.ts
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skills/threejs-procedural-materials/examples/softbody-jelly/gpu-caustic-field.js
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skills/threejs-procedural-materials/examples/softbody-jelly/softbody-jelly.js
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skills/threejs-procedural-materials/examples/spectral-dispersive-glass/glass-optics.js
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skills/threejs-procedural-materials/examples/spectral-dispersive-glass/spectral-glass-material.js
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skills/threejs-procedural-materials/examples/thin-film-soap-bubbles/soap-bubble-system.js
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skills/threejs-procedural-materials/references/simulated-fur-system.md
- Network accessline 123
petting and disables orbit input; a miss leaves camera orbit available. While the pointer is held over the surface, move the hand target along the hit surface normal. Animate finger curl toward the fur, then use the resulting - Network accessline 124
the pointer is held over the surface, move the hand target along the hit surface normal. Animate finger curl toward the fur, then use the resulting capsule positions as the actual contact geometry. Hover, pet, and scratch use - Network accessline 125
surface normal. Animate finger curl toward the fur, then use the resulting
skills/threejs-procedural-materials/references/thin-film-soap-bubble-system.md
skills/threejs-procedural-planets/examples/procedural-planet-surface/planet-system.js
skills/threejs-procedural-planets/examples/procedural-planet-surface/terrain-field.js
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skills/threejs-procedural-vegetation/examples/gpu-computed-grass/gpu-grass-system.js
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skills/threejs-procedural-vegetation/examples/gpu-culled-flower-field/gpu-culled-flower-field.js
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skills/threejs-procedural-vegetation/examples/gpu-culled-flower-field/source/gpu-culled-flower-field.ts
skills/threejs-procedural-vegetation/examples/procedural-surface-ivy/ivy-effect.js
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skills/threejs-procedural-vegetation/examples/procedural-surface-ivy/source/bvh.ts
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skills/threejs-procedural-vegetation/examples/procedural-surface-ivy/source/flowers.ts
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skills/threejs-procedural-vegetation/examples/procedural-surface-ivy/source/ivy.ts
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skills/threejs-procedural-vegetation/examples/procedural-surface-ivy/source/leafTexture.ts
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skills/threejs-procedural-vegetation/examples/procedural-surface-ivy/source/wind.ts
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skills/threejs-procedural-vegetation/examples/structured-ash-growth/ash-preset.js
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skills/threejs-procedural-vegetation/examples/structured-ash-growth/tree-system.js
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skills/threejs-procedural-vegetation/examples/stylized-meadow-grass/grass-system.js
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skills/threejs-procedural-vfx/examples/filmic-lens-flare/filmic-lens-flare.js
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skills/threejs-procedural-vfx/examples/holographic-shape-transition/hologram-material.js
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skills/threejs-procedural-vfx/examples/holographic-shape-transition/hologram-transition.js
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skills/threejs-procedural-vfx/examples/raymarched-aurora-curtains/aurora-curtains.js
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skills/threejs-procedural-vfx/examples/reentry-plasma/reentry-plasma.js
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/EmitterManager.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/FluidFireShaderContext.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/VolumetricFluidFire.ts
skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/pass/advectDyePass.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/pass/advectVelocityPass.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/pass/curlNoisePass.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/pass/divergencePass.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/pass/emitObjectPass.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/pass/jacobiPass.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/pass/projectPass.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/pass/vorticityPass.ts
skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/sdf/CollisionHandler.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/sdf/sdfSampler.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/sdf/shape/SDFBox.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/sdf/shape/SDFEllipsoid.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/sdf/shape/SDFShape.ts
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* @param localPos Position of the query in local space (center of the sdf) * @param halfExtents Half extents of the sdf's world. The SDF is thought of as being contained in a box defined by these limits. * @see https://en.wikipedia.org/ - Network accessline 70
* @param halfExtents Half extents of the sdf's world. The SDF is thought of as being contained in a box defined by these limits. * @see https://en.wikipedia.org/wiki/Signed_distance_function */ - Network accessline 71
* @see https://en.wikipedia.org/wiki/Signed_distance_function
skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/source/util/createStorage3D.ts
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skills/threejs-procedural-vfx/examples/volumetric-fluid-fire/volumetric-fluid-fire.js
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skills/threejs-procedural-vfx/references/volumetric-fluid-fire.md
- Network accessline 108
Generate the periodic curl field from grid coordinates corrected by volume - Network accessline 113
frequency = 6.81 finiteDifferenceOffset = 0.1 / frequency curl multiplier = 5.82 - Network accessline 115
curl multiplier = 5.82 - Network accessline 118
The field uses central differences of three simplex-vector samples per axis. Do not divide the curl by `2 * finiteDifferenceOffset`; the `5.82` multiplier is - Network accessline 119
Do not divide the curl by `2 * finiteDifferenceOffset`; the `5.82` multiplier is - Network accessline 326
smoke weight 0.15 pressure iterations 4 curl multiplier 5.82 - Network accessline 327
pressure iterations 4 curl multiplier 5.82 surface friction 0.9 - Network accessline 328
curl multiplier 5.82 - Network accessline 357
- Mesh injection reads dye A and overwrites dye B at each injected voxel after advection. It does not accumulate onto the just-advected dye-B value. - The `noise.frecuency` configuration field does not drive the curl pass. The - Network accessline 358
advection. It does not accumulate onto the just-advected dye-B value. - The `noise.frecuency` configuration field does not drive the curl pass. The active frequency is the mutable turbulence-frequency uniform. - Network accessline 359
- The `noise.frecuency` configuration field does not drive the curl pass. The
skills/threejs-raymarched-space-effects/examples/curved-ray-accretion-volume/curved-ray-effect.js
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skills/threejs-raymarched-space-effects/examples/schwarzschild-geodesic-black-hole/geodesic-black-hole-effect.js
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skills/threejs-raymarched-space-effects/examples/traversable-wormhole-transit/celestial-spheres.js
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skills/threejs-raymarched-space-effects/examples/traversable-wormhole-transit/wormhole-effect.js
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skills/threejs-spectral-ocean/examples/coastal-breaker-ocean/coastal-breaker-ocean.js
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skills/threejs-spectral-ocean/examples/coastal-breaker-ocean/source/chain.js
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skills/threejs-spectral-ocean/examples/coastal-breaker-ocean/source/coast.js
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skills/threejs-spectral-ocean/examples/coastal-breaker-ocean/source/foam.js
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skills/threejs-spectral-ocean/examples/coastal-breaker-ocean/source/noise.js
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skills/threejs-spectral-ocean/examples/coastal-breaker-ocean/source/ocean.js
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skills/threejs-spectral-ocean/examples/coastal-breaker-ocean/source/tsl.js
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skills/threejs-spectral-ocean/examples/coastal-breaker-ocean/source/wave-field.js
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/ocean-beach-waves.js
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/coast.js
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/noise.js
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/shading.js
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/simulation.js
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/solver-accelerator.js
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export async function enableSolverAcceleration(sim,bytes){ try{ if(!bytes){const response=await fetch(new URL('./solver-kernels.wasm?v=1.3.0',import.meta.url));if(!response.ok)return false;bytes=await response.arrayBuffer();} - Network accessline 5
try{ if(!bytes){const response=await fetch(new URL('./solver-kernels.wasm?v=1.3.0',import.meta.url));if(!response.ok)return false;bytes=await response.arrayBuffer();} const memory=new WebAssembly.Memory({initial:Math.ceil((65536+sim.n*4 - Network accessline 6
if(!bytes){const response=await fetch(new URL('./solver-kernels.wasm?v=1.3.0',import.meta.url));if(!response.ok)return false;bytes=await response.arrayBuffer();}
skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/solver-kernels.ts
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/spray.js
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/surface.js
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/terrain-grid.js
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skills/threejs-spectral-ocean/examples/ocean-beach-waves/source/world.js
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skills/threejs-spectral-ocean/examples/spectral-cascade-ocean/detail-texture.js
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skills/threejs-spectral-ocean/examples/spectral-cascade-ocean/fft-pipeline.js
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skills/threejs-spectral-ocean/examples/spectral-cascade-ocean/ocean-material.js
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skills/threejs-spectral-ocean/examples/spectral-cascade-ocean/ocean-system.js
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skills/threejs-spectral-ocean/examples/spectral-cascade-ocean/spectrum.js
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skills/threejs-spectral-ocean/examples/stylized-above-below-ocean/stylized-ocean-material.js
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/caustics.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/current.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/fft-compute.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/grade.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/interface-structure-layer.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/medium.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/noise.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/ocean-foam.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/ocean-material.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/ocean-skirt-geometry.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/ocean-spectrum.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/ocean-system.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/optical-constants.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/random.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/seabed-material.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/seabed-radiance.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/seabed-surface.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/sky-dome.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/sky-radiance.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/sun.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/wake-foam-map.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/source/wave-sim.ts
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skills/threejs-spectral-ocean/examples/submerged-snell-ocean/underwater-snell-ocean.ts
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skills/threejs-temporal-surfaces/examples/refractive-window-rain/window-rain-effect.js
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skills/threejs-temporal-surfaces/examples/touch-history-frost/frost-surface-effect.js
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/cloud-effect.js
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/AerialPerspectiveEffect.ts
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// Interpolation values are picked to match previous rough globe scales to // match the previous "camera height" approach for interpolation. // See: https://github.com/takram-design-engineering/three-geospatial/pull/23 - Network accessline 373
// See: https://github.com/takram-design-engineering/three-geospatial/pull/23
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/AtmosphereMaterialBase.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/AtmosphereParameters.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/IrradianceMaskPass.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/PrecomputedTexturesLoader.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/SkyLightProbe.ts
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// Constant term: L0 * sqrt(π)/2 == 0.5 // Linear term: L1 * π/3 * sqrt(3)/sqrt(π) == n/2 // See: https://github.com/mrdoob/three.js/blob/r170/src/math/SphericalHarmonics3.js#L85 - Network accessline 30
// Linear term: L1 * π/3 * sqrt(3)/sqrt(π) == n/2 // See: https://github.com/mrdoob/three.js/blob/r170/src/math/SphericalHarmonics3.js#L85 // See also: https://www.ppsloan.org/publications/StupidSH36.pdf - Network accessline 31
// See: https://github.com/mrdoob/three.js/blob/r170/src/math/SphericalHarmonics3.js#L85 - Network accessline 32
// See also: https://www.ppsloan.org/publications/StupidSH36.pdf
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/SkyMaterial.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/StarsGeometry.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/StarsMaterial.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/SunDirectionalLight.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/blackBodyChromaticity.ts
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// Convert temperature to black body chromaticity // See: https://google.github.io/filament/Filament.html#lighting/directlighting/lightsparameterization/colortemperature - Network accessline 19
// See: https://google.github.io/filament/Filament.html#lighting/directlighting/lightsparameterization/colortemperature - Network accessline 45
// See: https://en.wikipedia.org/wiki/Color_index
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/celestialDirections.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/constants.ts
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const ref = '82e00c5222d6cbc222af69abdf6d3f4fc9f63030' export const DEFAULT_PRECOMPUTED_TEXTURES_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/atmosphere/assets` - Network accessline 17
export const DEFAULT_PRECOMPUTED_TEXTURES_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/atmosphere/assets` - Network accessline 18
export const DEFAULT_STARS_DATA_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/atmosphere/assets/stars.bin`
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/getAltitudeCorrectionOffset.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/getSunLightColor.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/helpers/functions.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/helpers/sampleTexture.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/index.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/shaders/aerialPerspectiveEffect.vert
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// Gradually turn off altitude correction for aerial perspective as geometric // error correction takes effect. // See: https://github.com/takram-design-engineering/three-geospatial/pull/23#issuecomment-2542914656 - Network accessline 53
// error correction takes effect. // See: https://github.com/takram-design-engineering/three-geospatial/pull/23#issuecomment-2542914656 vGeometryEllipsoidCenter = - Network accessline 54
// See: https://github.com/takram-design-engineering/three-geospatial/pull/23#issuecomment-2542914656
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/shaders/functions.glsl
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// This file includes runtime functions only. Please refer to Bruneton's source // code for the whole picture. It has detailed comments. // https://github.com/ebruneton/precomputed_atmospheric_scattering/blob/master/atmosphere/functions.gls - Network accessline 4
// https://github.com/ebruneton/precomputed_atmospheric_scattering/blob/master/atmosphere/functions.glsl - Network accessline 401
// Hack to avoid rendering artifacts near the horizon, due to finite // atmosphere texture resolution and finite floating point precision. // See: https://github.com/ebruneton/precomputed_atmospheric_scattering/pull/32 - Network accessline 402
// atmosphere texture resolution and finite floating point precision. // See: https://github.com/ebruneton/precomputed_atmospheric_scattering/pull/32 if (!ray_r_mu_intersects_ground) { - Network accessline 403
// See: https://github.com/ebruneton/precomputed_atmospheric_scattering/pull/32
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/shaders/index.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/shaders/irradianceMask.frag
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// Based on: https://github.com/pmndrs/postprocessing/blob/v6.37.4/src/materials/glsl/depth-mask.frag
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/atmosphere/types.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/CascadedShadowMaps.ts
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// Based on the following work with slight modifications. // https://github.com/StrandedKitty/three-csm/ - Executable scriptline 1
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// https://github.com/StrandedKitty/three-csm/ - Network accessline 3
// https://github.com/mrdoob/three.js/tree/r169/examples/jsm/csm
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/CloudLayer.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/CloudLayers.ts
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/CloudShape.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/CloudShapeDetail.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/CloudsEffect.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/CloudsMaterial.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/CloudsPass.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/CloudsResolveMaterial.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/DensityProfile.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/LocalWeather.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/PassBase.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/Procedural3DTexture.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/ProceduralTexture.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/ShaderArrayPass.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/ShadowMaterial.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/ShadowPass.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/ShadowResolveMaterial.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/Turbulence.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/bayer.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/constants.ts
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const ref = '45a1c6c1bb9fd38b3680fd120795ff4c32df68ff' export const DEFAULT_LOCAL_WEATHER_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/clouds/assets/local_weather.png` - Network accessline 5
export const DEFAULT_LOCAL_WEATHER_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/clouds/assets/local_weather.png` - Network accessline 6
export const DEFAULT_SHAPE_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/clouds/assets/shape.bin` - Network accessline 7
export const DEFAULT_SHAPE_DETAIL_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/clouds/assets/shape_detail.bin` - Network accessline 8
export const DEFAULT_TURBULENCE_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/clouds/assets/turbulence.png`
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/helpers/FrustumCorners.ts
- Network accessline 1
// Based on the following work with slight modifications. // https://github.com/StrandedKitty/three-csm/ - Executable scriptline 1
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// https://github.com/StrandedKitty/three-csm/ - Network accessline 3
// https://github.com/mrdoob/three.js/tree/r169/examples/jsm/csm
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/helpers/setArrayRenderTargetLayers.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/helpers/splitFrustum.ts
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/index.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/qualityPresets.ts
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/catmullRomSampling.glsl
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/cloudShape.frag
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/cloudShapeDetail.frag
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/clouds.frag
- Network accessline 170
) { // r: frontDepth, g: meanExtinction, b: maxOpticalDepth, a: maxOpticalDepthTail // Also see the discussion here: https://x.com/shotamatsuda/status/1885322308908442106 - Network accessline 171
// r: frontDepth, g: meanExtinction, b: maxOpticalDepth, a: maxOpticalDepthTail // Also see the discussion here: https://x.com/shotamatsuda/status/1885322308908442106 vec4 shadow = texture(shadowBuffer, vec3(uv, float(cascadeIndex))); - Network accessline 172
// Also see the discussion here: https://x.com/shotamatsuda/status/1885322308908442106 - Network accessline 308
// Numerically-fitted large particles (d=10) phase function It won't be // plausible without a more precise multiple scattering. // Reference: https://research.nvidia.com/labs/rtr/approximate-mie/ - Network accessline 309
// plausible without a more precise multiple scattering. // Reference: https://research.nvidia.com/labs/rtr/approximate-mie/ float phaseFunction(const float cosTheta, const float attenuation) { - Network accessline 310
// Reference: https://research.nvidia.com/labs/rtr/approximate-mie/ - Network accessline 390
float approximateMultipleScattering(const float opticalDepth, const float cosTheta) { // Multiple scattering approximation // See: https://fpsunflower.github.io/ckulla/data/oz_volumes.pdf - Network accessline 391
// Multiple scattering approximation // See: https://fpsunflower.github.io/ckulla/data/oz_volumes.pdf // a: attenuation, b: contribution, c: phase attenuation - Network accessline 392
// See: https://fpsunflower.github.io/ckulla/data/oz_volumes.pdf - Network accessline 588
// Energy-conserving analytical integration of scattered light // See 5.6.3 in https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf - Network accessline 589
// See 5.6.3 in https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf - Network accessline 596
// Aerial perspective affecting clouds // See 5.9.1 in https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf - Network accessline 597
// See 5.9.1 in https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf - Network accessline 682
// Analytical optical depth where density exponentially decreases with height. // Based on: https://iquilezles.org/articles/fog/ - Network accessline 683
// Based on: https://iquilezles.org/articles/fog/
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/clouds.glsl
- Network accessline 15
vec2 getCubeSphereUv(const vec3 position) { // Cube-sphere relaxation by: http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html - Network accessline 16
// Cube-sphere relaxation by: http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html - Network accessline 17
// TODO: Tile and fix seams. // Possible improvements: // https://iquilezles.org/articles/texturerepetition/ - Network accessline 18
// Possible improvements: // https://iquilezles.org/articles/texturerepetition/ // https://gamedev.stackexchange.com/questions/184388/fragment-shader-map-dot-texture-repeatedly-over-the-sphere - Network accessline 19
// https://iquilezles.org/articles/texturerepetition/ - Network accessline 20
// https://gamedev.stackexchange.com/questions/184388/fragment-shader-map-dot-texture-repeatedly-over-the-sphere - Network accessline 21
// https://github.com/mmikk/hextile-demo - Network accessline 93
// Modulation to control weather by coverage parameter. // Reference: https://github.com/Prograda/Skybolt/blob/master/Assets/Core/Shaders/Clouds.h#L63 - Network accessline 94
// Reference: https://github.com/Prograda/Skybolt/blob/master/Assets/Core/Shaders/Clouds.h#L63
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/perlin.glsl
- Network accessline 1
// Ported from GLM: https://github.com/g-truc/glm/blob/master/glm/gtc/noise.inl
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/shadow.frag
- Network accessline 109
// decrease exponentially with the number of samples taken before reaching // the minimum transmittance. // See the discussion here: https://x.com/shotamatsuda/status/1886259549931520437 - Network accessline 110
// the minimum transmittance. // See the discussion here: https://x.com/shotamatsuda/status/1886259549931520437 maxOpticalDepthTail = min( - Network accessline 111
// See the discussion here: https://x.com/shotamatsuda/status/1886259549931520437
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/structuredSampling.glsl
- Network accessline 1
// Implements Structured Volume Sampling in fragment shader: // https://github.com/huwb/volsample - Network accessline 2
// https://github.com/huwb/volsample - Network accessline 4
// https://www.shadertoy.com/view/ttVfDc - Network accessline 11
// Derive the vertices of icosahedron where triangle intersects the direction. // See: https://www.ppsloan.org/publications/AmbientDice.pdf - Network accessline 12
// See: https://www.ppsloan.org/publications/AmbientDice.pdf - Network accessline 80
// Reference: https://github.com/huwb/volsample/blob/master/src/unity/Assets/Shaders/RayMarchCore.cginc
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/tileableNoise.glsl
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/shaders/varianceClipping.glsl
- Network accessline 18
// Reference: https://github.com/playdeadgames/temporal - Network accessline 40
// Variance clipping // Reference: https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf - Network accessline 41
// Reference: https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/clouds/uniforms.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/DepthEffect.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/DitheringEffect.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/DownsampleThresholdMaterial.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/GeometryEffect.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/GeometryPass.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/LensFlareEffect.ts
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/LensFlareFeaturesMaterial.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/NormalEffect.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/createHaldLookupTexture.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/index.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/setupMaterialsForGeometryPass.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/shaders/downsampleThreshold.frag
- Network accessline 26
// Reference: https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom - Network accessline 68
// WORKAROUND: Avoid screen flashes if the input buffer contains NaN texels. // See: https://github.com/takram-design-engineering/three-geospatial/issues/7 - Network accessline 69
// See: https://github.com/takram-design-engineering/three-geospatial/issues/7
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/effects/shaders/lensFlareFeatures.frag
- Network accessline 40
// Reference: https://john-chapman.github.io/2017/11/05/pseudo-lens-flare.html
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/ArrayBufferLoader.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/DataLoader.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/EXR3DLoader.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/Ellipsoid.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/EllipsoidGeometry.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/Geodetic.ts
- Executable scriptline 1
Executable file - Network accessline 82
// See: https://en.wikipedia.org/wiki/Geographic_coordinate_conversion - Network accessline 83
// Reference: https://github.com/CesiumGS/cesium/blob/1.122/packages/engine/Source/Core/Geodetic.js#L119 - Network accessline 114
// See: https://en.wikipedia.org/wiki/Geographic_coordinate_conversion - Network accessline 115
// Reference: https://github.com/CesiumGS/cesium/blob/1.122/packages/engine/Source/Core/Cartesian3.js#L916
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/PointOfView.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/Rectangle.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/STBNLoader.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/Texture3DLoader.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/TileCoordinate.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/TilingScheme.ts
- Executable scriptline 1
Executable file - Network accessline 38
// Reference: https://github.com/CesiumGS/cesium/blob/1.122/packages/engine/Source/Core/GeographicTilingScheme.js#L210 - Network accessline 67
// Reference: https://github.com/CesiumGS/cesium/blob/1.122/packages/engine/Source/Core/GeographicTilingScheme.js#L169
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/TypedArrayLoader.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/assertions.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/bufferGeometry.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/constants.ts
- Executable scriptline 1
Executable file - Network accessline 5
const ref = '9627216cc50057994c98a2118f3c4a23765d43b9' export const DEFAULT_STBN_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/core/assets/stbn.bin` - Network accessline 6
export const DEFAULT_STBN_URL = `https://media.githubusercontent.com/media/takram-design-engineering/three-geospatial/${ref}/packages/core/assets/stbn.bin`
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/decorators.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/defineShorthand.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/helpers/projectOnEllipsoidSurface.ts
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/index.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/math.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/resolveIncludes.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/shaders/cascadedShadowMaps.glsl
- Network accessline 1
// Reference: https://github.com/mrdoob/three.js/blob/r171/examples/jsm/csm/CSMShader.js
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/shaders/index.ts
- Executable scriptline 1
Executable file
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/shaders/interleavedGradientNoise.glsl
- Network accessline 1
// Reference: https://advances.realtimerendering.com/s2014/index.html#_NEXT_GENERATION_POST
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/shaders/packing.glsl
- Network accessline 1
// Reference: https://jcgt.org/published/0003/02/01/paper.pdf
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/shaders/turbo.glsl
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/shaders/vogelDisk.glsl
- Network accessline 1
// Reference: https://www.gamedev.net/tutorials/programming/graphics/contact-hardening-soft-shadows-made-fast-r4906/
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/typedArray.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/typedArrayParsers.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/types.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/geospatial/unrollLoops.ts
skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/vendor/tiny-invariant.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/examples/weather-volume-clouds/source/vendor/url-join.ts
- Executable scriptline 1
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skills/threejs-volumetric-clouds/references/weather-volume-and-reconstruction.md
- Network accessline 150
The 2D turbulence texture stores a normalized curl field derived from three
skills/threejs-water-optics/assets/photoreal-water/pebbles.js
- Executable scriptline 1
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skills/threejs-water-optics/examples/interactive-pool-volume/water-volume-system.js
- Executable scriptline 1
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skills/threejs-water-optics/examples/luminescent-water/luminescent-water.js
- Executable scriptline 1
Executable file - Network accessline 129
// ============================================================================================ // Shared TSL helpers: macro terrain fetch (manual bilinear on f32), full-detail bed height - Network accessline 130
// Shared TSL helpers: macro terrain fetch (manual bilinear on f32), full-detail bed height - Network accessline 193
} const Uget = (V) => (idx) => V.element(idx).x; const Wget = (V) => (idx) => V.element(idx).y; - Network accessline 194
const Uget = (V) => (idx) => V.element(idx).x; const Wget = (V) => (idx) => V.element(idx).y; const velAt = (V, px, pz) => vec2(bilin(Uget(V), px.sub(0.5), pz), bilin(Wget(V), px, pz.sub(0.5))); - Network accessline 195
const Wget = (V) => (idx) => V.element(idx).y;
skills/threejs-water-optics/examples/photoreal-water/photoreal-water.js
- Executable scriptline 1
Executable file
How the signals fit together
Facts from a static read of the files at the pinned commit. They describe what the code does, not why.
Some files could not be read; the facts below still hold.
No combined signals at this commit.
Works with
| Agent | Status | Evidence | Install to |
|---|---|---|---|
| Claude Code | Native | Path .claude/CLAUDE.md | .claude/skills/<skill-name>/ |
| Codex | Native | Manifest .codex/AGENTS.md | .agents/skills/<skill-name>/ |
| Cursor | Compatible | Standard SKILL.md skills/threejs-atmosphere-aerial-perspective/SKILL.md | .cursor/skills/<skill-name>/ |
| Gemini CLI | Compatible | Standard SKILL.md skills/threejs-atmosphere-aerial-perspective/SKILL.md | .gemini/skills/<skill-name>/ |
| GitHub Copilot | Compatible | Standard SKILL.md skills/threejs-atmosphere-aerial-perspective/SKILL.md | .github/skills/<skill-name>/ |
| OpenCode | Compatible | Standard SKILL.md skills/threejs-atmosphere-aerial-perspective/SKILL.md | .opencode/skills/<skill-name>/ |
- Native The repository ships a manifest, folder or frontmatter field for this agent.
- Compatible A standard SKILL.md that this agent can read.
- Unknown No evidence either way.
Derived automatically from paths, manifests and frontmatter. Not tested on each agent.
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