Install
$ agentstack add skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-spectral-ocean ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Spectral Ocean
Treat an ocean as a sampled stochastic wave field with explicit frequency-space ownership. Do not approximate this target with a pile of Gerstner waves, scrolling normal maps, or unrelated foam noise.
Build order
- Define the sea-state spectrum and deterministic Gaussian seed.
- Partition wavelengths into disjoint cascades.
- Validate the inverse FFT independently with analytic inputs.
- Generate and conjugate-pack the initial spectrum.
- Evolve packed displacement and derivative fields in frequency space.
- Inverse-transform every packed field with explicit inter-step barriers.
- Assemble displacement, derivatives, and persistent Jacobian foam maps.
- Shade from summed cascade displacement and derivatives.
- Add sub-grid detail only below the resolved simulation bands.
- Expose spectrum, height, slopes, Jacobian, and foam-history diagnostics.
Read [references/spectral-cascade-ocean-system.md](references/spectral-cascade-ocean-system.md) before implementing or auditing a spectral ocean.
Read the [spectral cascade ocean system](examples/spectral-cascade-ocean/ocean-system.js) and its adjacent spectrum, FFT, material, and detail modules for the cascade, FFT, derivative, Jacobian, foam-history, and shading contracts. Its WebGL2 fragment-FFT backend is an explicit compatibility tier; preserve the production WebGPU/TSL architecture described in the reference when the target supports it.
Read the [hybrid clear-water ocean material](examples/hybrid-clear-water-ocean/hybrid-ocean-material.js) when the target needs FFT displacement with authored long swell, clear shallow refraction, animated sand-bed caustics, Beer-Lambert color, shared sky reflection, side-aware above/below surface normals, GGX sun highlights, and foam diagnostics.
Read the [stylized above/below ocean material](examples/stylized-above-below-ocean/stylized-ocean-material.js) when the target needs a stylized FFT ocean that can be inspected from both above and below the surface: height-gradient water color, sun-path glints, crest scatter, Jacobian foam, water-tinted seafloor caustics, and an underwater Beer-Lambert composite driven by scene depth.
Non-negotiable gates
- Require a power-of-two grid and a passing FFT impulse/frequency test.
- Keep cascade wavenumber intervals disjoint.
- Derive normals from transformed derivatives, not a detached normal texture.
- Detect breaking from the horizontal-displacement Jacobian.
- Persist foam in simulation state; do not infer all foam anew per frame.
- Submit FFT stages with the synchronization required by the active backend.
- Share sun and sky parameters between the visible sky and ocean reflection.
- Keep a deterministic seed and fixed-camera capture for comparisons.
Route elsewhere
- Use
$threejs-water-opticsfor bounded water, screen-space refraction, depth thickness, shoreline absorption, and analytic wave surfaces. - Add
$threejs-procedural-vfxonly when crest spray or interaction splashes are required. - Add
$threejs-visual-validationfor cross-seed, temporal, and GPU evidence.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: scottstts
- Source: scottstts/Threejs-Awesome-Graphics-Agent-Skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.