New Experiment
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
Creates custom GLSL shaders with vite-plugin-glsl. An agent skill from hexianWeb/Third-Person-MC.
$ npx skills add hexianWeb/Third-Person-MC --skill vtj-shader-development -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install hexianWeb/Third-Person-MC vtj-shader-development --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/hexianWeb/Third-Person-MC.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agent/skills/vtj-shader-development .claude/skills/vtj-shader-development && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "vtj-shader-development" agent skill from https://github.com/hexianWeb/Third-Person-MC/tree/main/.agent/skills/vtj-shader-development into .claude/skills/vtj-shader-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vtj-shader-development", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/hexianWeb/Third-Person-MC/tree/main/.agent/skills/vtj-shader-developmentType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add hexianWeb/Third-Person-MC --skill vtj-shader-development -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install hexianWeb/Third-Person-MC vtj-shader-development --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hexianWeb/Third-Person-MC.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agent/skills/vtj-shader-development .agents/skills/vtj-shader-development && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "vtj-shader-development" agent skill from https://github.com/hexianWeb/Third-Person-MC/tree/main/.agent/skills/vtj-shader-development into .agents/skills/vtj-shader-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vtj-shader-development", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hexianWeb/Third-Person-MC --skill vtj-shader-development -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install hexianWeb/Third-Person-MC vtj-shader-development --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hexianWeb/Third-Person-MC.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agent/skills/vtj-shader-development .cursor/skills/vtj-shader-development && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "vtj-shader-development" agent skill from https://github.com/hexianWeb/Third-Person-MC/tree/main/.agent/skills/vtj-shader-development into .cursor/skills/vtj-shader-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vtj-shader-development", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/hexianWeb/Third-Person-MC.git --path .agent/skills/vtj-shader-development--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add hexianWeb/Third-Person-MC --skill vtj-shader-development -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install hexianWeb/Third-Person-MC vtj-shader-development --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hexianWeb/Third-Person-MC.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agent/skills/vtj-shader-development .gemini/skills/vtj-shader-development && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "vtj-shader-development" agent skill from https://github.com/hexianWeb/Third-Person-MC/tree/main/.agent/skills/vtj-shader-development into .gemini/skills/vtj-shader-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vtj-shader-development", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install hexianWeb/Third-Person-MC vtj-shader-developmentInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add hexianWeb/Third-Person-MC --skill vtj-shader-development -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/hexianWeb/Third-Person-MC.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agent/skills/vtj-shader-development .github/skills/vtj-shader-development && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "vtj-shader-development" agent skill from https://github.com/hexianWeb/Third-Person-MC/tree/main/.agent/skills/vtj-shader-development into .github/skills/vtj-shader-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vtj-shader-development", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add hexianWeb/Third-Person-MC --skill vtj-shader-development -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install hexianWeb/Third-Person-MC vtj-shader-development --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hexianWeb/Third-Person-MC.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agent/skills/vtj-shader-development .opencode/skills/vtj-shader-development && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "vtj-shader-development" agent skill from https://github.com/hexianWeb/Third-Person-MC/tree/main/.agent/skills/vtj-shader-development into .opencode/skills/vtj-shader-development/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vtj-shader-development", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
vtj-shader-developmentCreates custom GLSL shaders with vite-plugin-glsl. An agent skill from hexianWeb/Third-Person-MC.
Vtj Shader Development is an agent skill from hexianWeb/Third-Person-MC. Creates custom GLSL shaders with vite-plugin-glsl. Use when writing vertex/fragment shaders, managing uniforms, or adding ShaderMaterial debug panels.
Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Shaders. It works with Vite and Three.js. The repository describes itself as: Three.js web version Minecraft in browser. The licence is MIT.
Read from SKILL.md and the folder at commit 490203c. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript and glsl).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Vtj Shader Development loads about 2k tokens when it runs. Until then it costs about 43 tokens; SKILL.md has 138 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from hexianWeb/Third-Person-MC at commit 490203c, republished under its MIT licence (© hexianWeb). 138 words, ~1,964 tokens.
.claude/skills/vtj-shader-development/SKILL.md (or your agent's skills folder).本项目使用 vite-plugin-glsl 支持 GLSL 文件导入,着色器存放在 src/shaders/ 目录。
核心原则:所有着色器必须存放在 shaders 目录,所有 uniform 必须有调试面板。
src/shaders/
├── includes/ # 共享工具函数
│ ├── ambientLight.glsl
│ ├── directionalLight.glsl
│ └── pointLight.glsl
├── sky/ # 天空盒
│ ├── vertex.glsl
│ └── fragment.glsl
├── speedlines/ # 后处理:速度线
│ ├── vertex.glsl
│ └── fragment.glsl
├── blocks/ # 方块着色器
│ ├── ao.vert.glsl # 环境光遮蔽
│ ├── ao.frag.glsl
│ ├── mining.vert.glsl # 挖掘效果
│ ├── mining.frag.glsl
│ └── wind.vert.glsl # 植物风动
├── glass/ # 玻璃折射
├── halftone/ # 半调渲染
└── grid/ # 调试网格import glsl from 'vite-plugin-glsl'
export default {
plugins: [
glsl(), // 启用 .glsl 文件导入
],
}// 使用路径别名(推荐)
import skyFragment from '@/shaders/sky/fragment.glsl'
import skyVertex from '@/shaders/sky/vertex.glsl'
// 或相对路径
import speedLinesFragment from '../shaders/speedlines/fragment.glsl'import fragmentShader from '@/shaders/effect/fragment.glsl'
import vertexShader from '@/shaders/effect/vertex.glsl'
export default class EffectMesh {
constructor() {
this.experience = new Experience()
this.scene = this.experience.scene
this.debug = this.experience.debug
// Shader 配置参数
this.config = {
color: { r: 255, g: 255, b: 255 },
intensity: 1.0,
speed: 1.0,
}
this._createMaterial()
this._createMesh()
if (this.debug.active) {
this.debugInit()
}
}
_createMaterial() {
this.material = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uColor: { value: new THREE.Color(1, 1, 1) },
uIntensity: { value: 1.0 },
uTexture: { value: null },
},
vertexShader,
fragmentShader,
transparent: true,
side: THREE.DoubleSide,
})
}
update() {
const elapsed = this.experience.time.elapsed
this.material.uniforms.uTime.value = elapsed * 0.001
}
// 必须实现调试面板!
debugInit() {
this.debugFolder = this.debug.ui.addFolder({
title: 'Effect Shader',
expanded: false,
})
// 颜色 uniform 使用 view: 'color'
this.debugFolder.addBinding(this.config, 'color', {
label: 'Color',
view: 'color',
}).on('change', (ev) => {
this.material.uniforms.uColor.value.setRGB(
ev.value.r / 255,
ev.value.g / 255,
ev.value.b / 255
)
})
// 数值 uniform 使用 addBinding
this.debugFolder.addBinding(this.config, 'intensity', {
label: 'Intensity',
min: 0, max: 2, step: 0.01,
}).on('change', (ev) => {
this.material.uniforms.uIntensity.value = ev.value
})
}
destroy() {
this.material.dispose()
// ...
}
}import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js'
import fragmentShader from '@/shaders/effect/fragment.glsl'
import vertexShader from '@/shaders/effect/vertex.glsl'
// 在 Renderer 中
this.effectPass = new ShaderPass({
uniforms: {
tDiffuse: { value: null }, // 必需:接收上一个 pass 的输出
uTime: { value: 0 },
uOpacity: { value: 1.0 },
},
vertexShader,
fragmentShader,
})
this.composer.addPass(this.effectPass)// ===== Uniforms =====
uniform float uTime;
uniform vec3 uColor;
uniform sampler2D uTexture;
// ===== Varyings =====
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPosition;
// ===== Helper Functions =====
float random(float seed) {
return fract(sin(seed) * 43758.5453);
}
// ===== Main =====
void main() {
// ...
gl_FragColor = vec4(color, 1.0);
// Three.js 色彩空间校正
#include <tonemapping_fragment>
#include <colorspace_fragment>
}共享代码放在 includes/ 目录:
// includes/pointLight.glsl
vec3 pointLight(
vec3 lightColor,
float lightIntensity,
vec3 normal,
vec3 lightPosition,
vec3 viewDirection,
float specularPower,
vec3 position,
float lightDecay
) {
vec3 lightDelta = lightPosition - position;
float lightDistance = length(lightDelta);
vec3 lightDir = normalize(lightDelta);
float decay = 1.0 / (1.0 + lightDistance * lightDecay);
float shading = max(0.0, dot(normal, lightDir));
// Phong specular
vec3 reflectDir = reflect(-lightDir, normal);
float specular = pow(max(dot(viewDirection, reflectDir), 0.0), specularPower);
return lightColor * lightIntensity * decay * (shading + specular);
}使用 include:
// halftone/fragment.glsl
#include ../includes/ambientLight.glsl
#include ../includes/directionalLight.glsl
#include ../includes/pointLight.glsl
void main() {
vec3 light = ambientLight(vec3(1.0), 0.2);
light += pointLight(uLightColor, 1.0, vNormal, uLightPos, viewDir, 32.0, vPosition, 0.1);
// ...
}用于扩展标准材质(如添加 AO 到 MeshStandardMaterial):
// ao.vert.glsl - 顶点着色器
attribute float aAo;
varying float vAO;
void main() {
vAO = 1.0 - aAo;
// CSM 特殊变量:替代标准顶点变换
csm_PositionRaw = projectionMatrix * modelViewMatrix * instanceMatrix * vec4(position, 1.0);
}// ao.frag.glsl - 片元着色器
varying float vAO;
void main() {
float aoFactor = mix(0.5, 1.0, vAO);
// CSM 特殊变量:修改漫反射颜色
csm_DiffuseColor.rgb *= vec3(aoFactor);
}| GLSL 类型 | JS 设置方式 |
|---|---|
float | { value: 1.0 } |
vec2 | { value: new THREE.Vector2(1, 1) } |
vec3 | { value: new THREE.Vector3(1, 1, 1) } |
vec3 (颜色) | { value: new THREE.Color(1, 1, 1) } |
mat4 | { value: new THREE.Matrix4() } |
sampler2D | { value: texture } |
所有 ShaderMaterial 的 uniform 都必须有调试面板:
debugInit() {
const folder = this.debug.ui.addFolder({ title: 'Shader' })
// 颜色 → view: 'color'
folder.addBinding(this.config, 'color', { view: 'color' })
// 数值 → min/max/step
folder.addBinding(this.config, 'value', { min: 0, max: 1 })
// 向量 → 分轴控制或 point2d
folder.addBinding(this.config, 'offset', {
x: { min: -10, max: 10 },
y: { min: -10, max: 10 },
})
}// BAD: 着色器在 js 目录
import shader from './world/effect.glsl'
// GOOD: 着色器在 shaders 目录
import shader from '@/shaders/effect/fragment.glsl'// BAD: 有 uniform 但没有 debugInit
this.material = new THREE.ShaderMaterial({
uniforms: { uIntensity: { value: 1.0 } },
// ...
})
// 没有 debugInit() → 无法调参
// GOOD: 必须有调试面板
debugInit() {
this.debugFolder.addBinding(this.config, 'intensity', {...})
}// BAD: 颜色使用默认控件
folder.addBinding(this.config, 'color') // 显示为数字输入框
// GOOD: 使用颜色选择器
folder.addBinding(this.config, 'color', { view: 'color' })// BAD: 直接输出(颜色可能偏暗)
gl_FragColor = vec4(color, 1.0);
// GOOD: 添加色彩空间校正
gl_FragColor = vec4(color, 1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>| 需求 | 做法 |
|---|---|
| 创建着色器 | 在 src/shaders/<name>/ 创建 vertex.glsl 和 fragment.glsl |
| 导入着色器 | import shader from '@/shaders/<path>.glsl' |
| 共享代码 | 放入 includes/,使用 #include |
| 更新 uniform | material.uniforms.uValue.value = newValue |
| 调试面板 | 必须在 debugInit() 中为每个 uniform 创建控件 |
| 颜色控件 | 使用 view: 'color' |
© hexianWeb, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .agent/skills/vtj-shader-development of hexianWeb/Third-Person-MC.
Open the folder on GitHubat commit 490203c
Vtj Shader Development next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Vtj Shader Development this skillhexianWeb/Third-Person-MC | 194 | — | ~2k | Automated safety check: Pass | MIT | |
| New ExperimentTresjs/tres | 3.8k | — | ~782 | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Threejs Gameplay Systemscorosolto/client | 257 | — | ~1.5k | Automated safety check: Pass | AGPL-3.0 | |
| Vitexecpmndrs/viverse | 132 | — | ~2.5k | Automated safety check: Pass | Custom licence | |
| Shader Extractcth9191/site-clone | 133 | — | ~1.4k | Automated safety check: Pass | MIT |
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
corosolto/client
Build and iterate playable Three.js game systems. An agent skill from corosolto/client.
pmndrs/viverse
A skill your agent uses when an AI agent needs to inspect, verify, debug, or profile a live Vite app by running temporary snippets inside the browser page and reading browser logs or captured…
cth9191/site-clone
Extract, reproduce, and locally replay a single WebGL / WebGPU / Canvas / shader / animated-3D visual effect from a web page — the GPU-rendered surface that DOM/CSS cloning is blind to.
software-mansion-labs/skills
TypeGPU is type-safe WebGPU in TypeScript. An agent skill from software-mansion-labs/skills.
hexianWeb/Third-Person-MC
Configures Tweakpane debug panels for 3D components. An agent skill from hexianWeb/Third-Person-MC.
hexianWeb/Third-Person-MC
Configures third-person camera systems with collision avoidance.
hexianWeb/Third-Person-MC
Creates 3D components using the Experience singleton pattern.
hexianWeb/Third-Person-MC
Handles mouse, keyboard, and touch input via the IMouse and InputManager systems.
hexianWeb/Third-Person-MC
Optimizes Three.js rendering performance. An agent skill from hexianWeb/Third-Person-MC.
hexianWeb/Third-Person-MC
Implements ray picking and collision detection. An agent skill from hexianWeb/Third-Person-MC.
Categories
Creates custom GLSL shaders with vite-plugin-glsl. An agent skill from hexianWeb/Third-Person-MC. Vtj Shader Development is an agent skill from hexianWeb/Third-Person-MC. Creates custom GLSL shaders with vite-plugin-glsl.
Vtj Shader Development fits situations like: writing vertex/fragment shaders; managing uniforms; adding ShaderMaterial debug panels.
Run `npx skills add hexianWeb/Third-Person-MC --skill vtj-shader-development -a claude-code`. Or copy the skill folder (.agent/skills/vtj-shader-development in hexianWeb/Third-Person-MC) into .claude/skills/vtj-shader-development in your project. Claude Code loads it when a task matches its description.
Run `npx skills add hexianWeb/Third-Person-MC --skill vtj-shader-development -a codex`. Or copy the skill folder (.agent/skills/vtj-shader-development in hexianWeb/Third-Person-MC) into .agents/skills/vtj-shader-development in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hexianWeb/Third-Person-MC --skill vtj-shader-development -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/vtj-shader-development, .gemini/skills/vtj-shader-development, .github/skills/vtj-shader-development and .opencode/skills/vtj-shader-development in your project.
SKILL.md names no scripts, command-line tools or credentials: Vtj Shader Development is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Vtj Shader Development is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2k tokens (SKILL.md is roughly 7.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Vtj Shader Development: New Experiment (Tresjs/tres, 3.8k stars), Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars), Threejs Gameplay Systems (corosolto/client, 257 stars) and Vitexec (pmndrs/viverse, 132 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
hexianWeb (a GitHub user) maintains it in hexianWeb/Third-Person-MC, which has 194 GitHub stars. The repository holds 12 skills in this directory. The repository was last updated on July 27, 2026.
Source: hexianWeb/Third-Person-MC on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.