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JonathanBeck1

@jonathanbeck1 source repo

4 published skills

  1. Ether Scroll · jonathanbeck1 bundle
    Lenis + GSAP ScrollTrigger bridge for Astro + three.js sites built on the ether engine (ether/scroll exports ScrollBridge + createScrollProgress). Documents the rAF-shared loop, conditional smooth-scroll by quality tier, the canonical trigger patterns (progress-scrub via the engine factory; class-toggle and body-flag inline), and the scroll-progress-to-3D handoff. Triggers on Lenis, ScrollTrigger, smooth scroll, scroll-driven animation, scroll progress, scroll-bound camera, scroll-bound shader uniform, parallax, scroll pinning, scrollytelling, scroll restoration, scroll cue, scroll cascade, persistent canvas + scroll, scroll-driven shader uniform. Do NOT use for non-scroll GSAP timelines, CSS scroll-snap, or basic anchor-link smooth scrolling.
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  2. Ether Shaders · jonathanbeck1 bundle
    Premium shader and postprocessing stack for studio-grade WebGL on the ether engine. Documents the LDR-composer bloom + dither preset, the iridescent fresnel + cheap-noise vertex displacement material pattern, the extruded-word text pipeline, and the engine-vs-site shader boundary. Use this — not ether-threejs — whenever the task is writing or tuning GLSL, a ShaderMaterial, an iridescent fresnel material, vertex displacement, MSDF/extruded 3D text, or the bloom+dither composer (ether-threejs owns scene architecture; this owns the shader and material layer). Triggers on GLSL, fragment shader, vertex shader, custom material, ShaderMaterial, dither, bloom, postprocessing, fresnel, iridescent, displacement, surface noise, extruded text, 3D type, MSDF, premium material, raw GLSL import, sculpture material, ExtrudeGeometry, brand-as-form. Do NOT use when "bloom", "displacement", or "dither" appear outside a GLSL/WebGL material context, or when the existing engine postfx composer already covers the need — reference i
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  3. Ether Threejs · jonathanbeck1 bundle
    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.
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  4. Studio Onboard · jonathanbeck1 bundle
    First-session onboarding ritual for a new collaborator on a studio repo that uses this toolkit. Walks through environment verification, context reading, and a structured briefing filled from the repo's own CLAUDE.md and README. Triggers on "I'm new", "onboard me", "where do I start", "first time here", "just joined", "getting set up", "new collaborator", "new engineer", any variation of "help me get oriented", "what is this repo", or signals that the user has never worked in this repo before. Do NOT use for returning collaborators, mid-session re-orientation, or quick "where is X" lookups — this is the full first-session ritual only.
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