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threejs-postprocessing

Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.

Quality

85%

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The canonical home for this skill is threejs-postprocessing in administrakt0r/AI-Agents-Safe-Coding-Skills

SKILL.md
Quality
Evals
Security

Quality

Content

78%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A highly actionable, code-first reference: nearly every snippet is executable and covers the common Three.js post-processing cases, including the WebGPU node-based path. Its weaknesses are duplicated setup/resize sections and a monolithic single-file layout where an effects catalog would better live in reference files for progressive disclosure.

Suggestions

Split the Common Effects catalog (bloom through outline, ~250 lines) into a references/effects.md file and keep SKILL.md as an overview with one-line pointers, adding the missing references/ bundle structure for progressive disclosure.

Consolidate the three repeated EffectComposer setup/import blocks (Quick Start, EffectComposer Setup, Combining Multiple Effects) into one canonical setup section and remove the duplicate resize handlers (FXAA section and Handle Resize section).

Add a brief ordered workflow section (setup → add passes → render loop → resize) up front so the sequence and the "use composer.render(), not renderer.render()" gotcha are surfaced before the effect catalog.

DimensionReasoningScore

Conciseness

Prose is minimal and every section is code-dense with no concept-explaining padding, but EffectComposer setup with imports is repeated across three sections (Quick Start, EffectComposer Setup, Combining Multiple Effects) and resize handling appears in three places. Mostly efficient with duplication that could be trimmed to a single canonical setup, keeping it below the lean top anchor.

4 / 5

Actionability

Nearly all examples are copy-paste executable with inline parameter comments (strength/radius/threshold, focus/aperture/maxblur) and cover the common cases: setup, bloom, selective bloom, AA, SSAO, DOF, vignette, custom shaders, combining passes, resize, and WebGPU. Only the performance-tip snippet references undefined strength/radius/threshold variables, an intentionally parameterized illustration among otherwise complete code.

5 / 5

Workflow Clarity

The sequence (composer → RenderPass → effect passes → render loop → resize) is clear, the critical gotcha is explicitly flagged ("composer.render(); // NOT renderer.render()"), and pass-ordering guidance is given ("Anti-aliasing (always last before output)"). No destructive or batch operations require validation, but the sequence is distributed across sections rather than one explicit ordered workflow with checkpoints, so it fits the clear-sequence anchor rather than the top one.

4 / 5

Progressive Disclosure

No bundle files exist, so the entire ~500-line effect catalog and shader reference live inline in a single 620-line SKILL.md. Section headers provide real structure (above the no-headers anchor), but content that clearly belongs in separate reference files — the twelve-effect catalog and custom shader templates — is inlined with no one-level-deep references, matching the some-structure anchor.

3 / 5

Total

16

/

20

Passed

Description

88%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong description: concise, specific, with an explicit "Use when" trigger clause covering natural terms like bloom, glow, blur, and color grading. The only weaknesses are a few missing natural trigger synonyms and slight overlap with a sibling shader-development skill.

DimensionReasoningScore

Specificity

The description lists multiple specific concrete actions — "EffectComposer, bloom, DOF, screen effects" plus "color grading, blur, glow, or creating custom screen-space shaders" — giving comprehensive coverage of the skill's core capabilities. Anti-aliasing/vignette-class effects are unmentioned, but the enumerated actions span the domain's main use cases, matching the comprehensive-coverage anchor better than the minor-gaps anchor.

5 / 5

Completeness

It explicitly answers both questions: the what ("Three.js post-processing - EffectComposer, bloom, DOF, screen effects") and the when ("Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders") with concrete trigger phrases, matching the top anchor exactly.

5 / 5

Trigger Term Quality

"bloom", "glow", "blur", "visual effects", and "color grading" are natural phrases users would say when needing this skill. A few natural terms are missing (e.g. "anti-aliasing", "vignette", "post-processing" spelled as users type it), so it falls short of the comprehensive synonym coverage of the top anchor.

4 / 5

Distinctiveness Conflict Risk

The niche is clear (Three.js post-processing with named APIs), but "creating custom screen-space shaders" overlaps with a closely related shader-development skill — the body's own See Also links a sibling threejs-shaders skill — so minor overlap risk remains rather than the minimal-conflict top anchor.

4 / 5

Total

18

/

20

Passed

Validation

87%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 14 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

SKILL.md is long (626 lines); consider splitting into references/ and linking

Warning

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

14

/

16

Passed

Repository

administrakt0r/AI-Agents-Safe-Coding-Skills

Path

plugins/AI-Agents-Safe-Coding-Skills/skills/threejs-postprocessing/SKILL.md

Reviewed

Table of Contents

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