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Threejs Postprocessing

CommunityPopular
CloudAI-X
threejs-postprocessing

Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.

Overview

PublisherCloudAI-X
Repositorythreejs-skills
Skill namethreejs-postprocessing
Stars
3.3K
Forks
378
Bundled files
Instructions only
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by CloudAI-X on GitHub. Read the source before you install it.

Installation

Install the Threejs Postprocessing AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/CloudAI-X/threejs-skills.git /tmp/threejs-skills
mkdir -p .claude/skills
cp -r /tmp/threejs-skills/skills/threejs-postprocessing .claude/skills/threejs-postprocessing
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Threejs Postprocessing in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Threejs Postprocessing on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Threejs Postprocessing is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Three.js Post-Processing

Quick Start

javascript
import * as THREE from "three";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";

// Setup composer
const composer = new EffectComposer(renderer);

// Render scene
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);

// Add bloom
const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5, // strength
  0.4, // radius
  0.85, // threshold
);
composer.addPass(bloomPass);

// Animation loop - use composer instead of renderer
function animate() {
  requestAnimationFrame(animate);
  composer.render(); // NOT renderer.render()
}

EffectComposer Setup

javascript
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";

const composer = new EffectComposer(renderer);

// First pass: render scene
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);

// Add more passes...
composer.addPass(effectPass);

// Last pass should render to screen
effectPass.renderToScreen = true; // Default for last pass

// Handle resize
function onResize() {
  const width = window.innerWidth;
  const height = window.innerHeight;

  camera.aspect = width / height;
  camera.updateProjectionMatrix();

  renderer.setSize(width, height);
  composer.setSize(width, height);
}

Common Effects

Bloom (Glow)

javascript
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";

const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5, // strength - intensity of glow
  0.4, // radius - spread of glow
  0.85, // threshold - brightness threshold
);

composer.addPass(bloomPass);

// Adjust at runtime
bloomPass.strength = 2.0;
bloomPass.threshold = 0.5;
bloomPass.radius = 0.8;

Selective Bloom

Apply bloom only to specific objects.

javascript
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";

// Layer setup
const BLOOM_LAYER = 1;
const bloomLayer = new THREE.Layers();
bloomLayer.set(BLOOM_LAYER);

// Mark objects to bloom
glowingMesh.layers.enable(BLOOM_LAYER);

// Dark material for non-blooming objects
const darkMaterial = new THREE.MeshBasicMaterial({ color: 0x000000 });
const materials = {};

function darkenNonBloomed(obj) {
  if (obj.isMesh && !bloomLayer.test(obj.layers)) {
    materials[obj.uuid] = obj.material;
    obj.material = darkMaterial;
  }
}

function restoreMaterial(obj) {
  if (materials[obj.uuid]) {
    obj.material = materials[obj.uuid];
    delete materials[obj.uuid];
  }
}

// Custom render loop
function render() {
  // Render bloom pass
  scene.traverse(darkenNonBloomed);
  composer.render();
  scene.traverse(restoreMaterial);

  // Render final scene over bloom
  renderer.render(scene, camera);
}

FXAA (Anti-Aliasing)

javascript
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { FXAAShader } from "three/addons/shaders/FXAAShader.js";

const fxaaPass = new ShaderPass(FXAAShader);
fxaaPass.material.uniforms["resolution"].value.set(
  1 / window.innerWidth,
  1 / window.innerHeight,
);

composer.addPass(fxaaPass);

// Update on resize
function onResize() {
  fxaaPass.material.uniforms["resolution"].value.set(
    1 / window.innerWidth,
    1 / window.innerHeight,
  );
}

SMAA (Better Anti-Aliasing)

javascript
import { SMAAPass } from "three/addons/postprocessing/SMAAPass.js";

const smaaPass = new SMAAPass(
  window.innerWidth * renderer.getPixelRatio(),
  window.innerHeight * renderer.getPixelRatio(),
);

composer.addPass(smaaPass);

SSAO (Ambient Occlusion)

javascript
import { SSAOPass } from "three/addons/postprocessing/SSAOPass.js";

const ssaoPass = new SSAOPass(
  scene,
  camera,
  window.innerWidth,
  window.innerHeight,
);
ssaoPass.kernelRadius = 16;
ssaoPass.minDistance = 0.005;
ssaoPass.maxDistance = 0.1;

composer.addPass(ssaoPass);

// Output modes
ssaoPass.output = SSAOPass.OUTPUT.Default;
// SSAOPass.OUTPUT.Default - Final composited output
// SSAOPass.OUTPUT.SSAO - Just the AO
// SSAOPass.OUTPUT.Blur - Blurred AO
// SSAOPass.OUTPUT.Depth - Depth buffer
// SSAOPass.OUTPUT.Normal - Normal buffer

Depth of Field (DOF)

javascript
import { BokehPass } from "three/addons/postprocessing/BokehPass.js";

const bokehPass = new BokehPass(scene, camera, {
  focus: 10.0, // Focus distance
  aperture: 0.025, // Aperture (smaller = more DOF)
  maxblur: 0.01, // Max blur amount
});

composer.addPass(bokehPass);

// Update focus dynamically
bokehPass.uniforms["focus"].value = distanceToTarget;

Film Grain

javascript
import { FilmPass } from "three/addons/postprocessing/FilmPass.js";

const filmPass = new FilmPass(
  0.35, // noise intensity
  0.5, // scanline intensity
  648, // scanline count
  false, // grayscale
);

composer.addPass(filmPass);

Vignette

javascript
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { VignetteShader } from "three/addons/shaders/VignetteShader.js";

const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms["offset"].value = 1.0; // Vignette size
vignettePass.uniforms["darkness"].value = 1.0; // Vignette intensity

composer.addPass(vignettePass);

Color Correction

javascript
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { ColorCorrectionShader } from "three/addons/shaders/ColorCorrectionShader.js";

const colorPass = new ShaderPass(ColorCorrectionShader);
colorPass.uniforms["powRGB"].value = new THREE.Vector3(1.2, 1.2, 1.2); // Power
colorPass.uniforms["mulRGB"].value = new THREE.Vector3(1.0, 1.0, 1.0); // Multiply

composer.addPass(colorPass);

Gamma Correction

javascript
import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";

const gammaPass = new ShaderPass(GammaCorrectionShader);
composer.addPass(gammaPass);

Pixelation

javascript
import { RenderPixelatedPass } from "three/addons/postprocessing/RenderPixelatedPass.js";

const pixelPass = new RenderPixelatedPass(6, scene, camera); // 6 = pixel size

composer.addPass(pixelPass);

Glitch Effect

javascript
import { GlitchPass } from "three/addons/postprocessing/GlitchPass.js";

const glitchPass = new GlitchPass();
glitchPass.goWild = false; // Continuous glitching

composer.addPass(glitchPass);

Halftone

javascript
import { HalftonePass } from "three/addons/postprocessing/HalftonePass.js";

const halftonePass = new HalftonePass(window.innerWidth, window.innerHeight, {
  shape: 1, // 1 = dot, 2 = ellipse, 3 = line, 4 = square
  radius: 4, // Dot size
  rotateR: Math.PI / 12,
  rotateB: (Math.PI / 12) * 2,
  rotateG: (Math.PI / 12) * 3,
  scatter: 0,
  blending: 1,
  blendingMode: 1,
  greyscale: false,
});

composer.addPass(halftonePass);

Outline

javascript
import { OutlinePass } from "three/addons/postprocessing/OutlinePass.js";

const outlinePass = new OutlinePass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  scene,
  camera,
);

outlinePass.edgeStrength = 3;
outlinePass.edgeGlow = 0;
outlinePass.edgeThickness = 1;
outlinePass.pulsePeriod = 0;
outlinePass.visibleEdgeColor.set(0xffffff);
outlinePass.hiddenEdgeColor.set(0x190a05);

// Select objects to outline
outlinePass.selectedObjects = [mesh1, mesh2];

composer.addPass(outlinePass);

Custom ShaderPass

Create your own post-processing effects.

javascript
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";

const CustomShader = {
  uniforms: {
    tDiffuse: { value: null }, // Required: input texture
    time: { value: 0 },
    intensity: { value: 1.0 },
  },
  vertexShader: `
    varying vec2 vUv;

    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform sampler2D tDiffuse;
    uniform float time;
    uniform float intensity;
    varying vec2 vUv;

    void main() {
      vec2 uv = vUv;

      // Wave distortion
      uv.x += sin(uv.y * 10.0 + time) * 0.01 * intensity;

      vec4 color = texture2D(tDiffuse, uv);
      gl_FragColor = color;
    }
  `,
};

const customPass = new ShaderPass(CustomShader);
composer.addPass(customPass);

// Update in animation loop
customPass.uniforms.time.value = clock.getElapsedTime();

Invert Colors Shader

javascript
const InvertShader = {
  uniforms: {
    tDiffuse: { value: null },
  },
  vertexShader: `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform sampler2D tDiffuse;
    varying vec2 vUv;

    void main() {
      vec4 color = texture2D(tDiffuse, vUv);
      gl_FragColor = vec4(1.0 - color.rgb, color.a);
    }
  `,
};

Chromatic Aberration

javascript
const ChromaticAberrationShader = {
  uniforms: {
    tDiffuse: { value: null },
    amount: { value: 0.005 },
  },
  vertexShader: `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform sampler2D tDiffuse;
    uniform float amount;
    varying vec2 vUv;

    void main() {
      vec2 dir = vUv - 0.5;
      float dist = length(dir);

      float r = texture2D(tDiffuse, vUv - dir * amount * dist).r;
      float g = texture2D(tDiffuse, vUv).g;
      float b = texture2D(tDiffuse, vUv + dir * amount * dist).b;

      gl_FragColor = vec4(r, g, b, 1.0);
    }
  `,
};

Combining Multiple Effects

javascript
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { FXAAShader } from "three/addons/shaders/FXAAShader.js";
import { VignetteShader } from "three/addons/shaders/VignetteShader.js";
import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";

const composer = new EffectComposer(renderer);

// 1. Render scene
composer.addPass(new RenderPass(scene, camera));

// 2. Bloom
const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  0.5,
  0.4,
  0.85,
);
composer.addPass(bloomPass);

// 3. Vignette
const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms["offset"].value = 0.95;
vignettePass.uniforms["darkness"].value = 1.0;
composer.addPass(vignettePass);

// 4. Gamma correction
composer.addPass(new ShaderPass(GammaCorrectionShader));

// 5. Anti-aliasing (always last before output)
const fxaaPass = new ShaderPass(FXAAShader);
fxaaPass.uniforms["resolution"].value.set(
  1 / window.innerWidth,
  1 / window.innerHeight,
);
composer.addPass(fxaaPass);

Render to Texture

javascript
// Create render target
const renderTarget = new THREE.WebGLRenderTarget(512, 512);

// Render scene to target
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null);

// Use texture
const texture = renderTarget.texture;
otherMaterial.map = texture;

Multi-Pass Rendering

javascript
// Multiple composers for different scenes/layers
const bgComposer = new EffectComposer(renderer);
bgComposer.addPass(new RenderPass(bgScene, camera));

const fgComposer = new EffectComposer(renderer);
fgComposer.addPass(new RenderPass(fgScene, camera));
fgComposer.addPass(bloomPass);

// Combine in render loop
function animate() {
  // Render background without clearing
  renderer.autoClear = false;
  renderer.clear();

  bgComposer.render();

  // Render foreground over it
  renderer.clearDepth();
  fgComposer.render();
}

WebGPU Post-Processing (Three.js r150+)

javascript
import { postProcessing } from "three/addons/nodes/Nodes.js";
import { pass, bloom, dof } from "three/addons/nodes/Nodes.js";

// Using node-based system
const scenePass = pass(scene, camera);
const bloomNode = bloom(scenePass, 0.5, 0.4, 0.85);

const postProcessing = new THREE.PostProcessing(renderer);
postProcessing.outputNode = bloomNode;

// Render
function animate() {
  postProcessing.render();
}

Performance Tips

  1. Limit passes: Each pass adds a full-screen render
  2. Lower resolution: Use smaller render targets for blur passes
  3. Disable unused effects: Toggle passes on/off
  4. Use FXAA over MSAA: Less expensive anti-aliasing
  5. Profile with DevTools: Check GPU usage
javascript
// Disable pass
bloomPass.enabled = false;

// Reduce bloom resolution
const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth / 2, window.innerHeight / 2),
  strength,
  radius,
  threshold,
);

// Only apply effects in high-performance scenarios
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
if (!isMobile) {
  composer.addPass(expensivePass);
}

Handle Resize

javascript
function onWindowResize() {
  const width = window.innerWidth;
  const height = window.innerHeight;
  const pixelRatio = renderer.getPixelRatio();

  camera.aspect = width / height;
  camera.updateProjectionMatrix();

  renderer.setSize(width, height);
  composer.setSize(width, height);

  // Update pass-specific resolutions
  if (fxaaPass) {
    fxaaPass.material.uniforms["resolution"].value.set(
      1 / (width * pixelRatio),
      1 / (height * pixelRatio),
    );
  }

  if (bloomPass) {
    bloomPass.resolution.set(width, height);
  }
}

window.addEventListener("resize", onWindowResize);

See Also

  • threejs-shaders - Custom shader development
  • threejs-textures - Render targets
  • threejs-fundamentals - Renderer setup

Frequently asked questions

What does the Threejs Postprocessing AI skill do?

Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.

Why use Threejs Postprocessing on TypingMind?

Because you install it once and use it with any model. Threejs Postprocessing is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Threejs Postprocessing in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/CloudAI-X/threejs-skills/tree/main/skills/threejs-postprocessing. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Threejs Postprocessing?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Threejs Postprocessing?

As many as you like. As long as a model supports skills, you can use Threejs Postprocessing with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Threejs Postprocessing AI skill free?

It is published on GitHub by CloudAI-X. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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