Content
71%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
The body is highly actionable with executable examples for every major R3F shader technique, and the core define-extend-use workflow is clearly sequenced. It is weakened by generic GLSL reference material Claude already knows (built-in functions, gradients, duplicated noise code) and by its monolithic structure — no progressive disclosure via reference files.
Suggestions
Move generic GLSL material (built-in function listings, gradient snippets, noise functions) into a references/ file (e.g., references/glsl-patterns.md) and keep only R3F-specific guidance in SKILL.md, removing the duplicated noise function in the Dissolve section.
Trim or delete the 'GLSL Built-in Functions' and 'Gradient' sections entirely — this is textbook GLSL knowledge Claude already has.
Add an explicit validation step for shader development, e.g., checking browser console for shader compile errors and using the debug color-output pattern to verify varyings before iterating.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The R3F-specific sections (shaderMaterial, extend, HMR key, onBeforeCompile injection points, instanced attributes) are lean and valuable, but 'GLSL Built-in Functions' (listing abs, sin, mix...), 'Gradient' snippets, and the noise function duplicated verbatim in the Dissolve section are concepts Claude already knows. Mostly efficient with some unnecessary padding. | 3 / 5 |
Actionability | Every section provides fully executable, copy-paste-ready code covering the common cases: Quick Start, raw THREE.ShaderMaterial, uniform updating, displacement, Fresnel, dissolve, onBeforeCompile with named injection chunks, instancing, external .glsl imports with Vite config, TypeScript declarations, and debugging. | 5 / 5 |
Workflow Clarity | The core workflow is explicitly numbered ('1. Define the material / 2. Extend R3F / 3. Use in component') and Quick Start shows an end-to-end flow, with a debugging section as a feedback aid. Minor validation gaps: no explicit guidance on verifying shader compilation or handling compile errors. | 4 / 5 |
Progressive Disclosure | An ~875-line monolithic body with all reference material inlined and no bundle files (references/, scripts/, assets/ do not exist). Section headers aid navigation, but pattern-library content (noise functions, GLSL function reference, instancing, effect recipes) that belongs in separate reference files is inline. | 3 / 5 |
Total | 15 / 20 Passed |