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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.

68

Quality

83%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

The canonical home for this skill is threejs-postprocessing in CloudAI-X/threejs-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-dense reference that lets Claude drop in working post-processing effects immediately. Its main weakness is progressive disclosure: a 600-line monolith with no bundle files that could split the effect catalog into per-topic reference documents.

Suggestions

Move the long tail of effect recipes (halftone, outline, glitch, pixelation, etc.) into a references/ file such as EFFECTS.md, keeping SKILL.md to quick-start, EffectComposer setup, and the most common effects with a clear pointer to the rest.

Remove repeated import statements and EffectComposer construction across sections by establishing them once and referring back, to tighten conciseness.

Add a short 'Choosing an effect' table at the top mapping goals (glow, anti-aliasing, depth blur, color grade) to the relevant pass, so Claude can navigate the catalog without scanning every section.

DimensionReasoningScore

Conciseness

The body is overwhelmingly executable code with minimal prose and assumes Claude's competence, but import blocks and the EffectComposer setup are repeated verbatim across many sections and could be trimmed.

4 / 5

Actionability

Every section provides complete, copy-paste-ready code covering the common cases (bloom, FXAA, SMAA, SSAO, DOF, vignette, custom ShaderPass, combining effects, resize handling) with inline parameter annotations.

5 / 5

Workflow Clarity

The 'Combining Multiple Effects' section gives a clearly numbered pass-ordering sequence with a note that anti-aliasing goes last, and resize/multi-pass sections are well sequenced; however, this is a reference catalog rather than a fragile multi-step workflow, so explicit validation checkpoints are not applicable.

4 / 5

Progressive Disclosure

The file is well-organized with clear section headers, but at ~600 lines it is a monolithic inline catalog with no bundle files in references/, scripts/, or assets/—the per-effect reference material that could live in separate files is all inlined, and the 'See Also' links point to sibling skills rather than detail files.

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, concrete description that clearly answers both what the skill does and when to invoke it, with natural trigger terms. Minor overlap risk with sibling shader skills and a few missing trigger synonyms keep it just below perfect.

DimensionReasoningScore

Specificity

Lists multiple concrete capabilities—EffectComposer, bloom, DOF, screen effects, color grading, blur, glow, and custom screen-space shaders—giving comprehensive coverage rather than vague abstractions.

5 / 5

Completeness

Explicitly states both what it does (EffectComposer, bloom, DOF, screen effects) and when to use it ('Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders').

5 / 5

Trigger Term Quality

Natural user-facing terms like 'visual effects', 'color grading', 'blur', and 'glow' are present, but a few common variations (e.g., 'post-processing', 'bloom', 'anti-aliasing') are only implied rather than enumerated as trigger synonyms.

4 / 5

Distinctiveness Conflict Risk

The Three.js post-processing niche is clearly scoped with distinct triggers, but there is minor overlap risk with a closely related threejs-shaders skill given the shared 'custom screen-space shaders' trigger.

4 / 5

Total

18

/

20

Passed

Validation

93%

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

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

SKILL.md is long (603 lines); consider splitting into references/ and linking

Warning

Total

15

/

16

Passed

Repository
calesthio/OpenMontage
Reviewed

Table of Contents

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