Content
71%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
This is a comprehensive Three.js shader reference with excellent actionability — nearly every concept is backed by complete, executable code examples covering a wide range of common shader patterns. Its main weaknesses are verbosity (including GLSL built-in function lists and basic type mappings Claude already knows) and lack of progressive disclosure (everything is in one large file when reference sections could be split out). The TSL comparison table at the end is a valuable forward-looking addition.
Suggestions
Move the GLSL built-in functions reference, uniform type mappings, and common material properties into separate reference files (e.g., GLSL_REFERENCE.md, MATERIAL_PROPERTIES.md) to reduce the main file size and improve progressive disclosure.
Remove or significantly trim the GLSL built-in functions section (math, vector, texture functions) — Claude already knows standard GLSL; only Three.js-specific quirks need documenting.
Add a brief workflow section for the common task of developing a custom shader: create minimal shader → verify it renders → add uniforms → test updates → add complexity, to improve workflow clarity for newcomers.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The skill is quite long (~400+ lines) and includes extensive reference material like GLSL built-in function lists, vector function lists, and common material properties that Claude already knows. The uniform types table and GLSL declarations section are somewhat redundant. However, the Three.js-specific patterns (onBeforeCompile injection points, ShaderMaterial vs RawShaderMaterial differences) do add value. | 3 / 5 |
Actionability | Nearly every section includes complete, executable JavaScript/GLSL code examples that are copy-paste ready. The examples cover common use cases (texture sampling, vertex displacement, fresnel, dissolve, instancing) with full vertex and fragment shaders, and the onBeforeCompile pattern includes the critical update-in-animation-loop step. | 5 / 5 |
Workflow Clarity | For a reference-style skill, the content is well-sequenced from basics (Quick Start) through intermediate (uniforms, varyings, patterns) to advanced (extending built-in materials, TSL). The debugging section provides validation guidance. However, there's no explicit workflow for the common task of creating and iterating on a custom shader (e.g., start simple, validate, add complexity). Since this is primarily a reference skill rather than a destructive/batch operation, the lack of explicit validation loops is less critical. | 4 / 5 |
Progressive Disclosure | The content is a monolithic file with no bundle files to offload reference material to. The GLSL built-in functions, uniform types reference, and common material properties sections could be split into separate reference files. The 'See Also' links at the bottom are good but reference other skills rather than sub-files. For a skill this long, more content should be externalized. | 3 / 5 |
Total | 15 / 20 Passed |