linegel
- 28 skills
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- ▌ Threejs Bloom · linegel bundleBloom scene-linear HDR in Three.js WebGPU/TSL. Use when choosing optical full-scene glare, selective or hybrid contributors, transparent contribution blending, or viewport, exposure, and performance gates for BloomNode.
- ▌ Threejs Debugging · linegel bundleDiagnose unexpected Three.js WebGPU/TSL runtime, rendering, API, asset, or version behavior. Use for a concrete failure, a suspected upstream regression or known issue, or a choice among an application fix, released upgrade, bounded workaround, upstream report, and blocker.
- ▌ Threejs Water Optics · linegel bundleSolve bounded and coastal water in Three.js WebGPU/TSL. Use for parametric waves, local heightfields, bathymetric wave transport, wet/dry shallow water, two-way body coupling, external free-surface presentation, or water optics and offshore handoffs.
- ▌ Threejs Choose Skills · linegel bundleRoute multi-system Three.js WebGPU/TSL work to the smallest causal skill set. Use when a request spans multiple systems, needs shared pass/output ownership, or needs scene-wide performance coordination.
- ▌ Threejs Image Pipeline · linegel bundleCoordinate Three.js WebGPU/TSL final-image graphs. Use when effects share scene-pass signals or output ownership, when choosing MRT versus reconstruction or narrow passes, when admitting temporal history, or when whole-graph budgets and lifetimes decide the design.
- ▌ Threejs Spectral Ocean · linegel bundleSynthesize broad-band offshore seas with spectral FFT cascades in Three.js WebGPU/TSL. Use for homogeneous directional wind sea or swell, transported foam history, bounded CPU surface queries, or offshore forcing of a separate coastal model.
- ▌ Threejs Object Sculptor · linegel bundleSculpt reference-image objects into procedural Three.js models. Use for reconstruction feasibility, procedural build planning, code-native implementation, or animation-, collider-, and destruction-ready structure from one or more object views.
- ▌ Threejs Procedural Fields · linegel bundleProcedural fields for coherent scalar and vector causes in Three.js WebGPU/TSL. Use when a task needs shared causes across materials, geometry, or compute; must choose direct evaluation versus a baked field; needs deterministic CPU/TSL parity and footprint filtering; or needs metric signed-distance terrain and coast analysis.
- ▌ Threejs Visual Validation · linegel bundleValidate Three.js WebGPU/TSL implementations against falsifiable claims. Use for visual or mechanism correctness, temporal behavior, target performance or GPU attribution, resource ownership, and lifecycle stability.
- ▌ Threejs Volumetric Clouds · linegel bundleBuild volumetric clouds in Three.js WebGPU/TSL. Use for weather-shaped density, bounded cloud raymarching, cloud optical-depth shadows, cloud-specific temporal reconstruction, or causal cloud precipitation emission.
- ▌ Threejs Procedural Planets · linegel bundleScale procedural planetary bodies in Three.js r185 WebGPU/TSL. Use when global curvature needs a cube-sphere quadtree, a sustained ground view needs a tangent clipmap, an orbit-to-ground transition needs both, or a gas-giant cloud deck needs body-scale band fields.
- ▌ Threejs Procedural Geometry · linegel bundleProcedural geometry compilation for Three.js WebGPU/TSL. Use when a task needs an indexed mesh writer, contour-derived terrain or terraces, profile or branch sweeps, or a BatchedMesh, InstancedMesh, or dynamic-update decision.
- ▌ Product From Scratch · linegel bundleUse when designing a product change before building it — deciding whether it needs a BRD, PRD, UX note/XDS, or SD/SDD; authoring or amending those artifacts; writing user stories; designing journeys and interactions; choosing controls, states, failures, and recovery; reviewing the result; or handing product decisions to another stateless worker. This skill owns a CONDITIONAL DECISION CHAIN, the boundary between PRODUCT REQUIREMENT AUTHORITY and EXPERIENCE REALIZATION, the PRODUCT-STORY and INTERACTION-SCENARIO grammars, Data · Time · Path · Frame state prompts, durable repository/PR handoff, rendered review, and a PROPORTIONALITY rule that caps process cost. It is a thinking aid, not a governance system — it produces no statuses, hashes, approval records, artifact quotas, or merge gates.
- ▌ Threejs Procedural Creatures · linegel bundleCompile procedural creatures for Three.js WebGPU/TSL. Use for generated body surfaces, semantic rigs or creature locomotion, or repeated procedural populations.
- ▌ Threejs Procedural Materials · linegel bundleProcedural materials for coherent NodeMaterial PBR systems in Three.js WebGPU/TSL. Use when a task needs shared identities across PBR channels, must select UV, array, atlas, or projected mapping, needs footprint-filtered normals and specular AA, or needs dynamic per-instance material state with explicit output ownership.
- ▌ Threejs Procedural Vegetation · linegel bundleCompile procedural vegetation for Three.js WebGPU/TSL. Use for dense grass and ground-cover populations, structured tree growth and rooted wind, or terrain-aware ecological placement.
- ▌ Threejs Exposure Color Grading · linegel bundleMeter and grade scene-linear Three.js WebGPU images. Use for choosing fixed or automatic exposure; adapting EV on the GPU; assigning tone-map and output conversion; or placing and validating 3D LUTs.
- ▌ Threejs Ambient Contact Shading · linegel bundleGround indirect lighting with ambient visibility in Three.js r185 WebGPU/TSL. Use when choosing authored material AO, dynamic GTAO, forward-lighting placement, reduced-resolution reconstruction, temporal AO, or bent normals.
- ▌ Threejs Compatibility Fallbacks · linegel bundleFallback unavailable WebGPU features through an isolated compatibility branch. Use only when the user explicitly asks how to handle an initialized non-WebGPU backend; then classify canonical behavior as preserved, weakened, or removed.
- ▌ Threejs Dynamic Surface Effects · linegel bundleState-transition screen-space surface effects for Three.js WebGPU/TSL. Use for persistent touch, frost, or thaw history; full-field or sparse accumulation; static crystalline fields; reduced-resolution blur; or history-gated normal refraction.
- ▌ Threejs Sky Atmosphere And Haze · linegel bundleBuild sky, atmosphere, and haze in Three.js WebGPU/TSL. Use for authored sky/fog, planetary scattering, depth-aware aerial perspective, or atmosphere-derived sun/sky lighting.
- ▌ Threejs Camera Controls And Rigs · linegel bundleOne-writer camera rigs for Three.js WebGPU. Use for bounds-derived perspective or orthographic framing; control and cinematic handoffs; temporal jitter and reset ownership; or camera-relative large-world coordinates.
- ▌ Threejs Procedural Motion Systems · linegel bundleAnimate semantic state with deterministic Three.js WebGPU/TSL motion. Use for launch or staging kinematics, seekable transform timelines, recurrent fixed-step motion, frame-rate-independent follow, GPU-resident instance motion, moving-frame docking or reparenting, and environment-driven actors.
- ▌ Threejs Rain Snow And Wet Surfaces · linegel bundleCouple Three.js WebGPU/TSL rain, snow, and wet surfaces. Use for airborne precipitation motion, physical surface deposition, persistent snow or wetness state, weather-driven ripple normals, or impact splashes.
- ▌ Threejs Scalable Real Time Shadows · linegel bundleFit scalable directional cast shadows in Three.js r185 WebGPU/TSL. Use when choosing one bounded shadow, CSM, tiled arrays, or cached clipmaps; stabilizing projection, filtering, or bias; or fixing invalidation, caster parity, bindings, or sustained cost.
- ▌ Threejs Particles Trails And Effects · linegel bundleRepresentation-first Three.js WebGPU/TSL particles, ribbon or history trails, and effects. Use for analytic or recurrent particle motion, stable-slot or scan-compacted GPU pools, flow-conforming shells and wakes, dissolving debris, or effect-specific HDR and depth integration.
- ▌ Threejs Black Holes And Space Effects · linegel bundleBuild curved-ray space effects in Three.js WebGPU/TSL. Use for artistic ray bending, Ellis wormholes, Schwarzschild black-hole lensing, accretion disks, physical thin-disk transport, or requests that need the Kerr/rotating-black-hole support boundary.
- ▌ Threejs Procedural Buildings And Cities · linegel bundleCompile procedural buildings, cities, and semantic site assemblies in Three.js r185 WebGPU/TSL. Use for building massing and facades, city-scale architectural batching and LOD, or deterministic placement of heterogeneous site assets around architecture.