Individual skill
threejs-water-optics
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.
skills/threejs-water-optics/SKILL.md
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- Last checked
- Nov 4, 2026
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- Repository last updated
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- License
- MIT
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SKILL.mdcore · 4,410 bytesagents/openai.yamlasset · 377 bytesassets/interactive-pool-volume/tiles.jpgasset · 110,238 bytesassets/interactive-pool-volume/xneg.jpgasset · 23,299 bytesassets/interactive-pool-volume/xpos.jpgasset · 30,837 bytesassets/interactive-pool-volume/ypos.jpgasset · 16,741 bytesassets/interactive-pool-volume/zneg.jpgasset · 24,402 bytesassets/interactive-pool-volume/zpos.jpgasset · 22,927 bytesassets/photoreal-water/THIRD_PARTY_LICENSES.mddoc · 1,161 bytesassets/photoreal-water/pebbles.jsruns · 333,863 bytesexamples/interactive-pool-volume/example-render.jpegasset · 138,799 bytesexamples/interactive-pool-volume/water-volume-system.jsruns · 28,497 bytesexamples/luminescent-water/example-render.jpegasset · 229,008 bytesexamples/luminescent-water/luminescent-water.jsruns · 52,710 bytesexamples/photoreal-water/example-render.jpegasset · 320,360 bytesexamples/photoreal-water/photoreal-water.jsruns · 42,563 bytesreferences/luminescent-water.mddoc · 4,448 bytesreferences/photoreal-water.mddoc · 5,224 bytesreferences/water-surface-system.mddoc · 5,404 bytes
Read excerpt
# 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