Content
63%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.
A well-organized, highly actionable reference with strong Three.js-specific knowledge (material types, uniform handling, onBeforeCompile, instancing, debugging). Its main weaknesses are inline padding of standard GLSL functions Claude already knows and the absence of any progressive disclosure — everything lives in one monolithic file rather than being split across reference files.
Suggestions
Move the GLSL Built-in Functions section and the common pattern library (noise, gradients, fresnel, rim, dissolve) into a references/ file (e.g. references/patterns.md), keeping SKILL.md as a lean overview with the Quick Start, ShaderMaterial vs RawShaderMaterial comparison, and onBeforeCompile guidance.
Delete or drastically trim content that restates standard GLSL knowledge (basic math/vector/texture function listings, basic mix-based gradient snippets) since Claude already knows these.
Complete the fragmentary examples — give the dissolve effect its full ShaderMaterial wrapper with varyings, and make the instanced-mesh example self-contained (define instanceCount, show how offsets are filled).
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | Most content is genuinely non-obvious Three.js knowledge (ShaderMaterial vs RawShaderMaterial built-ins, onBeforeCompile injection points, GLSL1 vs GLSL3 texture functions), but the ~55-line "GLSL Built-in Functions" section (abs, sin, mix, dot, cross, normalize...) and basic gradient snippets (mix(colorA, colorB, vUv.y)) re-explain standard GLSL Claude already knows. | 3 / 5 |
Actionability | The Quick Start and most pattern examples are complete, copy-pasteable ShaderMaterial configurations with matching uniform declarations, but several snippets are fragments: the noise "Usage" line (float n = noise(vUv * 10.0 + time);) has no JS context, the dissolve effect lacks its JavaScript wrapper and varying declarations, and the instanced example leaves "// Fill offsets..." with an undefined instanceCount. | 4 / 5 |
Workflow Clarity | The content progresses coherently from Quick Start through material types, patterns, and debugging, and the Debugging section provides error-detection checkpoints (renderer.debug.checkShaderErrors, logging compiled shaders, visual debug outputs) — though it is a topical reference rather than an explicitly sequenced workflow, so minor sequence/checkpoint gaps remain. | 4 / 5 |
Progressive Disclosure | The body has clear section headers and easy navigation, but no bundle files exist at all — the GLSL function reference, uniform type tables, and pattern library (~640 lines total) are all inlined in SKILL.md when much of this reference material clearly belongs in separate reference files. | 3 / 5 |
Total | 14 / 20 Passed |