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Threejs Spectral Ocean

scottstts/threejs-spectral-ocean

Build large procedural oceans in Three.js from directional wave spectra. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, hybrid FFT plus Gerstner clear-water oceans, stylized above/below surface optics, permanently submerged Snell-window views, total internal reflection, forward-refracted structures through an interface, pixel-footprint spectral LOD, aquatic perspective, caustic god rays, choppy displacement, spectral derivatives, Jacobian whitecaps, windrow and temporal foam, analytic sky reflection, underwater absorption, crest scatter, and GPU validation.

120k tokens
context cost
the whole folder, loaded on every use
35
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
527
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-spectral-ocean

The instruction itself

4 sections, as written by the author

Spectral Ocean

Treat an ocean as a sampled stochastic wave field with explicit frequency-space ownership. Do not approximate this target with a pile of Gerstner waves, scrolling normal maps, or unrelated foam noise.

Build order

  • Define the sea-state spectrum and deterministic Gaussian seed.
  • Partition wavelengths into disjoint cascades.
  • Validate the inverse FFT independently with analytic inputs.
  • Generate and conjugate-pack the initial spectrum.
  • Evolve packed displacement and derivative fields in frequency space.
  • Inverse-transform every packed field with explicit inter-step barriers.
  • Assemble displacement, derivatives, and persistent Jacobian foam maps.
  • Shade from summed cascade displacement and derivatives.
  • Add sub-grid detail only below the resolved simulation bands.

10. Expose spectrum, height, slopes, Jacobian, and foam-history diagnostics.

Read references/spectral-cascade-ocean-system.md before implementing or auditing a spectral ocean.

Read the spectral cascade ocean system

and its adjacent spectrum, FFT, material, and detail modules for the cascade,

FFT, derivative, Jacobian, foam-history, and shading contracts. Its WebGL2

fragment-FFT backend is an explicit compatibility tier; preserve the

production WebGPU/TSL architecture described in the reference when the target

supports it.

Read the

hybrid clear-water ocean material

when the target needs FFT displacement with authored long swell, clear shallow

refraction, animated sand-bed caustics, Beer-Lambert color, shared sky

reflection, side-aware above/below surface normals, GGX sun highlights, and

foam diagnostics.

Read the

stylized above/below ocean material

when the target needs a stylized FFT ocean that can be inspected from both

above and below the surface: height-gradient water color, sun-path glints,

crest scatter, Jacobian foam, water-tinted seafloor caustics, and an

underwater Beer-Lambert composite driven by scene depth.

Read the

submerged Snell ocean system

when the camera must remain underwater beneath a WebGPU spectral surface: it

provides exact water-to-air Fresnel with a derivative-filtered critical-angle

mask, total internal reflection against a physically bright upwelling underside,

an energy-conserving transmitted-sun lobe, forward projection of above-water

structures into the window, shared HDR sky radiance, aquatic extinction and

in-scatter, footprint-faded differential-area caustics, full-resolution god rays,

suspended particulates, and the final HDR grade.

Non-negotiable gates

  • Require a power-of-two grid and a passing FFT impulse/frequency test.
  • Keep cascade wavenumber intervals disjoint.
  • Derive normals from transformed derivatives, not a detached normal texture.
  • Detect breaking from the horizontal-displacement Jacobian.
  • Persist foam in simulation state; do not infer all foam anew per frame.
  • Submit FFT stages with the synchronization required by the active backend.
  • Share sun and sky parameters between the visible sky and ocean reflection.
  • Transport opposite-medium structures by FORWARD projection: rasterize their own vertices at their refracted screen positions. On an open interface, never trace a water pixel backward to a source screen position, and never gate transported radiance on whether a direction's vanishing point lands on screen. (A bounded pool seen only from air can still use the screen-space offset in $threejs-water-optics; an ocean whose camera changes medium cannot.)
  • Bracket a water-side crossing solve by the critical angle (tan θc ≈ 1.1346 times the ray's own distance from the interface), not by the camera-to-source span.
  • Scale spectral LOD by PIXEL FOOTPRINT — distance² · pixelAngle / heightGap — and apply it to vertex displacement, derivatives, and every band that rides them. Fade each band to its own mean when the band is an albedo or radiance term.
  • Filter the critical-angle domain test over about one output pixel; never filter the interface normal itself to stabilize what is transported through it.
  • Gate the entire optical side from one camera-medium state; do not choose above/below behavior per triangle.
  • Terminate distant underwater sightlines with a safely submerged terrain rim; do not mask an empty seabed/ocean horizon with a view-aligned scattering layer.
  • Keep a deterministic seed and fixed-camera capture for comparisons.

Route elsewhere

  • Use $threejs-water-optics for bounded water, screen-space refraction, depth thickness, shoreline absorption, and analytic wave surfaces. Its screen-space refraction is valid there because the camera stays in air and the volume is bounded; it is not a substitute for this skill's forward projection across an open interface.
  • Add $threejs-procedural-vfx only when crest spray or interaction splashes are required.
  • Add $threejs-visual-validation for cross-seed, temporal, and GPU evidence.

How to use it

Copy the folder

Take scottstts/threejs-spectral-ocean from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.