cloudai-x/threejs-shaders
Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
npx skills add https://github.com/cloudai-x/threejs-skills/tree/main/skills/threejs-shadersThree.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
This repo contains 9 individual skills — each has its own dedicated page.
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
Three.js materials - PBR, basic, phong, shader materials, material properties. Use when styling meshes, working with textures, creating custom shaders, or optimizing material performance.
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.
Automate All Images AI tasks via Rube MCP (Composio). Always search tools first for current schemas.
Elite website image-to-code skill for Codex. For visually important web tasks, it must first generate the design image(s) itself, deeply analyze them, then implement the website to match them as closely as possible. In Codex, it must prefer large, readable, section-specific images instead of tiny compressed boards, generate fresh standalone images for sections or detail views instead of cropping old ones, avoid lazy under-generation, avoid cards-inside-cards-inside-cards UI, and keep the hero clean, spacious, readable, and visible on a small laptop.
Download Adobe Stock images
Image outpainting on RunComfy via the `runcomfy` CLI — extend a still beyond its original canvas, fill in what the camera didn't capture, change aspect ratio (square → 16:9, portrait → landscape) while preserving the original content. Routes across Nano Banana 2 Edit (default, spatial-language driven), GPT Image 2 Edit (multi-ref with reference-style matching), FLUX Kontext Pro (single-shot maximum-preservation), and the brand edit endpoints (Seedream / Dreamina / Qwen / FLUX 2). Picks the right route based on whether the outpaint is prose-driven, reference-driven, or brand-locked. Triggers on "outpaint", "outpainting", "extend image canvas", "expand the image", "fill in around the photo", "uncrop", "change aspect ratio", "extend frame", "wide-screen from square", or any explicit ask to add canvas around an existing still.
Use when needing Resend design resources. Routes to brand guidelines, visual identity, UI components, design tokens, and marketing page patterns.
Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when Codex should create a brand-new image, transform an existing image, or derive visual variants from references, and the output should be a bitmap asset rather than repo-native code or vector. Do not use when the task is better handled by editing existing SVG/vector/code-native assets, extending an established icon or logo system, or building the visual directly in HTML/CSS/canvas.