Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
72
88%
Does it follow best practices?
Impact
—
No eval scenarios have been run
Passed
No known issues
Quality
Discovery
100%Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.
This is a strong skill description that concisely covers the domain (Three.js shaders), lists specific capabilities (GLSL, ShaderMaterial, uniforms), and provides explicit trigger guidance with a 'Use when...' clause. It uses proper third-person voice and includes natural keywords that users working with WebGL/Three.js shaders would naturally use. The description is well-structured and would allow Claude to confidently select this skill from a large pool.
| Dimension | Reasoning | Score |
|---|---|---|
Specificity | Lists multiple specific concrete actions and concepts: GLSL, ShaderMaterial, uniforms, custom effects, modifying vertices, writing fragment shaders, extending built-in materials. These are concrete, actionable capabilities. | 3 / 3 |
Completeness | Clearly answers both 'what' (Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects) and 'when' (Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials) with an explicit 'Use when...' clause. | 3 / 3 |
Trigger Term Quality | Includes strong natural keywords users would say: 'Three.js', 'shaders', 'GLSL', 'ShaderMaterial', 'uniforms', 'custom effects', 'fragment shaders', 'vertices', 'built-in materials'. These cover the natural vocabulary of someone working with Three.js shader programming. | 3 / 3 |
Distinctiveness Conflict Risk | Highly distinctive niche targeting Three.js shader programming specifically. The combination of 'Three.js', 'GLSL', 'ShaderMaterial', and 'fragment shaders' creates a very clear domain that is unlikely to conflict with general 3D, general JavaScript, or other visualization skills. | 3 / 3 |
Total | 12 / 12 Passed |
Implementation
77%Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
This is a strong, highly actionable Three.js shader reference with excellent executable code examples covering the full spectrum from basic ShaderMaterial to advanced patterns like fresnel, dissolve, and material extension. Its main weakness is length — the GLSL built-in functions listing and some reference tables inflate the token count without adding much value Claude doesn't already know. The content would benefit from splitting reference material into separate files.
Suggestions
Move the GLSL Built-in Functions section (math, vector, texture functions) to a separate GLSL_REFERENCE.md file — Claude already knows standard GLSL functions
Trim the Uniform Types section to just the non-obvious mappings (e.g., Color→vec3, texture types) rather than listing every possible type
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The skill is mostly efficient with executable code examples, but it's quite long (~400+ lines) and includes some content Claude likely already knows (GLSL built-in function listings, basic math functions like abs/sin/cos). The uniform types table and GLSL built-in functions sections could be significantly trimmed. | 2 / 3 |
Actionability | Every section provides fully executable, copy-paste ready code examples. The JavaScript + GLSL shader code is complete and specific, covering ShaderMaterial setup, uniform declarations, varyings, common patterns (fresnel, dissolve, rim lighting), and onBeforeCompile injection points with concrete examples. | 3 / 3 |
Workflow Clarity | For a reference/pattern skill (not a multi-step destructive process), the workflow is clear. The Quick Start establishes the basic pattern, sections build logically from simple to complex, and debugging/performance sections provide validation guidance. The animation loop update pattern is consistently shown where needed. | 3 / 3 |
Progressive Disclosure | The skill has good section organization and a 'See Also' section referencing related skills, but the content is monolithic — the GLSL built-in functions reference, common shader patterns, and material properties could be split into separate reference files. No bundle files exist to offload this content. | 2 / 3 |
Total | 10 / 12 Passed |
Validation
90%Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.
Validation — 10 / 11 Passed
Validation for skill structure
| Criteria | Description | Result |
|---|---|---|
skill_md_line_count | SKILL.md is long (643 lines); consider splitting into references/ and linking | Warning |
Total | 10 / 11 Passed | |
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Table of Contents
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