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/threejs-webgl

Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras,

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$ npx -y skills add freshtechbro/claudedesignskills --skill threejs-webgl --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/threejs-webgl

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Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras,

SKILL.md

threejs-webgl.SKILL.md
name: threejs-webgl
description: Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.

Three.js WebGL/WebGPU Development

Overview

Three.js is the industry-standard JavaScript library for creating 3D graphics in web browsers using WebGL and WebGPU. This skill provides comprehensive guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.

Core Concepts

Scene Graph Architecture

Three.js uses a hierarchical scene graph where all 3D objects are organized in a tree structure:

Scene
├── Camera
├── Lights
│   ├── AmbientLight
│   ├── DirectionalLight
│   └── PointLight
├── Meshes
│   ├── Mesh (Geometry + Material)
│   └── InstancedMesh
└── Groups

Essential Components

Every Three.js application requires these core elements:

1. **Scene**: Container for all 3D objects 2. **Camera**: Defines the viewing perspective 3. **Renderer**: Draws the scene to canvas (WebGL or WebGPU) 4. **Geometry**: Defines the shape of objects 5. **Material**: Defines the surface appearance 6. **Mesh**: Combines geometry and material

Quick Start Pattern

Basic Scene Setup

import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

// Scene, Camera, Renderer
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);

const camera = new THREE.PerspectiveCamera(
  75, // FOV
  window.innerWidth / window.innerHeight, // Aspect ratio
  0.1, // Near clipping plane
  1000 // Far clipping plane
);
camera.position.set(0, 2, 5);

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);

// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);

const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
scene.add(directionalLight);

// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;

// Animation Loop
function animate() {
  requestAnimationFrame(animate);
  controls.update();
  renderer.render(scene, camera);
}

animate();

// Handle Resize
window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

WebGPU Setup (Modern Alternative)

import * as THREE from 'three/webgpu';

const renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);

Common Patterns

1. Creating Meshes with Materials

// Basic Mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({
  color: 0x00ff00,
  roughness: 0.5,
  metalness: 0.5
});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);

// Textured Mesh
const loader = new THREE.TextureLoader();
const texture = loader.load('texture.jpg');
texture.colorSpace = THREE.SRGBColorSpace;

const texturedMaterial = new THREE.MeshStandardMaterial({
  map: texture
});
const mesh = new THREE.Mesh(geometry, texturedMaterial);
scene.add(mesh);

2. Lighting Strategies

// Three-Point Lighting Setup
function setupThreePointLight(scene) {
  // Key Light (Main)
  const keyLight = new THREE.DirectionalLight(0xffffff, 3);
  keyLight.position.set(5, 10, 7.5);
  keyLight.castShadow = true;
  scene.add(keyLight);

  // Fill Light (Softens shadows)
  const fillLight = new THREE.DirectionalLight(0xffffff, 1);
  fillLight.position.set(-5, 5, -5);
  scene.add(fillLight);

  // Rim Light (Edge definition)
  const rimLight = new THREE.DirectionalLight(0xffffff, 0.5);
  rimLight.position.set(0, 5, -10);
  scene.add(rimLight);

  // Ambient (Base illumination)
  const ambient = new THREE.AmbientLight(0x404040, 0.5);
  scene.add(ambient);
}

// Physical Light (Realistic)
const bulbLight = new THREE.PointLight(0xffee88, 1, 100, 2);
bulbLight.power = 1700; // Lumens (100W bulb equivalent)
bulbLight.castShadow = true;
scene.add(bulbLight);

// Hemisphere Light (Sky + Ground)
const hemiLight = new THREE.HemisphereLight(
  0xddeeff, // Sky color
  0x0f0e0d, // Ground color
  0.02
);
scene.add(hemiLight);

3. Instanced Geometry (Performance)

// For rendering thousands of similar objects efficiently
const geometry = new THREE.SphereGeometry(0.1, 16, 16);
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000);

const matrix = new THREE.Matrix4();
const color = new THREE.Color();

for (let i = 0; i < 1000; i++) {
  matrix.setPosition(
    Math.random() * 10 - 5,
    Math.random() * 10 - 5,
    Math.random() * 10 - 5
  );
  instancedMesh.setMatrixAt(i, matrix);
  instancedMesh.setColorAt(i, color.setHex(Math.random() * 0xffffff));
}

instancedMesh.instanceMatrix.needsUpdate = true;
scene.add(instancedMesh);

4. Loading 3D Models (glTF)

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
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