# Ether Threejs

> Premium three.js technique reference for studio-grade WebGL. Use this skill BEFORE writing any three.js code on a premium-tier deliverable. Contains annotated reference work, vetted technique recipes, reusable GLSL shader snippets, performance budgets, and a slop checklist for self-review. Triggers on writing three.js code, building WebGL scenes, designing 3D web experiences, scene architecture, geometry strategy, instancing, camera and render-loop setup, performance budgets, scroll-driven 3D, persistent-canvas routing, premium agency-grade WebGL. Do NOT use for non-3D TypeScript, plain DOM/CSS animation, or review-only passes — use the threejs-audit command to critique existing 3D code. For GLSL, fragment/vertex shaders, ShaderMaterial, the iridescent material, vertex displacement, MSDF/extruded 3D text, or the bloom+dither postprocessing composer, use ether-shaders instead.

- Skill: `jonathanbeck1/ether-threejs` (Agent Skill, multi-file: 16 files)
- Install (CLI): `npx skillmds@latest add jonathanbeck1/ether-threejs`
- Raw SKILL.md: https://api.skillmd.com/api/skills/jonathanbeck1/ether-threejs/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Web & Frontend
- Author: JonathanBeck1 (https://skillmd.com/u/jonathanbeck1)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/jonathanbeck1/ether-threejs

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# ether-threejs

Persistent technique reference and slop-prevention library for premium three.js work. Built for a studio site redesign and reusable across premium projects.

## When to use

Invoke this skill before any three.js work on premium-tier deliverables. The skill exists because Claude's default three.js output is generic — torus knots, default materials, no postprocessing — and that output is unacceptable for a studio that sells against AI-generated work.

## How to use

1. Read `slop-checklist.md` first. If your planned approach trips any checkbox, redesign before coding.
2. Read `references.md` to find a studio working in the relevant aesthetic. Open its live site for ground truth.
3. Read the relevant `techniques/` file for a code recipe and required tuning parameters.
4. Pull GLSL snippets from `shaders/` and import them via `?raw` (`vite-plugin-glsl` is configured but unused — every GLSL import in the codebase uses `?raw`).
5. After writing code, re-run the slop checklist. Capture a screenshot. Have the user review before committing the rendered scene.

## Index

- **`references.md`** — annotated list of premium agencies and what each does well
- **`slop-checklist.md`** — concrete anti-patterns. Run before commit.
- **`performance.md`** — budgets, profiling techniques, mobile checklist
- **`techniques/`** — one file per reusable technique with code recipes
- **`shaders/`** — reusable `.glsl` snippets, imported via `?raw`

## Maintenance

Add new techniques here as you encounter them in the wild. Re-verify the reference annotations periodically; agency sites change. When you find yourself doing the same shader trick twice, pull it into `shaders/` and add a `techniques/` file describing when to use it.

