Build production analytic and bounded water in Three.js. Use for shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential-area caustics, ray-traced pool/water/sphere volume optics, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, Beer-Lambert absorption, and crest foam.
$npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-water-opticsInstalls into the current project.
Run `npx skills use "https://github.com/scottstts/threejs-awesome-graphics-agent-skills" --skill "scottstts/threejs-awesome-graphics-agent-skills/threejs-water-optics"` and follow the generated skill instructions now. Read its complete output, redirecting it to a temporary file first if necessary. Resolve relative paths from the supporting-files directory it provides.
Use the skills in "https://github.com/scottstts/threejs-awesome-graphics-agent-skills" that are relevant to the current task. Run `npx skills add "https://github.com/scottstts/threejs-awesome-graphics-agent-skills"` and select the relevant skills, then follow their instructions.