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Threejs Temporal Surfaces

skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-temporal-surfaces · by scottstts

Build screen-space temporal surface effects in Three.js. Use for full-resolution touch-history ping-pong, frost and thaw masks, reduced-resolution separable blur, static crystalline structure targets, and two-scale normal-map refraction.

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Install

$ agentstack add skill-scottstts-threejs-awesome-graphics-agent-skills-threejs-temporal-surfaces

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Security review

✓ Passed

No 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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About

Temporal Surfaces

Use render-target state when the effect depends on history. Do not fake accumulation with a time-only procedural mask.

Pipeline

screen-space touch source
  → ping-pong state update
  → reduced-resolution scene blur
  → static structure textures
  → frost composite
  → normal/refraction output

Read [references/ping-pong-accumulation.md](references/ping-pong-accumulation.md) for an exact frost pass graph, pointer-history channels, blur and refraction coupling, and implementation defects that must be corrected.

Read the [touch-history frost implementation](examples/touch-history-frost/frost-surface-effect.js) for the previous/deposit/next state transition, reduced blur, static structures, frost-mask composition, and two-scale refraction.

Rules

  • Separate persistent state from static noise and scene color.
  • Preserve separate visible-mask and tilt-response channels.
  • Use half-float for this history path unless a measured lower format is equivalent.
  • Convert per-frame history decay to frame-rate-independent decay.
  • Run the two-pass scene blur at reduced resolution.
  • Pre-render static procedural textures once.
  • Define and test resize/reset behavior for both history targets and static targets.
  • Do not route world footprints, object-UV paint, or simulation-plane wetness here; this skill is screen-space.

Routing boundary

Use $threejs-procedural-vfx for world- or object-space residue, particles, and dissolves. This skill owns screen-space persistent history and its composite.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.