# Threejs Water Optics

Build production analytic and bounded water in Three.js.

- Repository: https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills (956 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-10-22
- Runs scripts: yes, review before use

## Install

Claude Code: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-water-optics -g -a claude-code -y`
Codex: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-water-optics -g -a codex -y`
Cursor: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-water-optics -g -a cursor -y`
Gemini CLI: `npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-water-optics -g -a gemini-cli -y`

## Description

Build production analytic and bounded water in Three.js. Use for luminescent shallow-water rivers with coupled flow, bioluminescent excitation, advected foam and RGB caustics, photoreal shallow water with gravity-capillary FFT waves, dispersive caustics and diffraction glare, 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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# Water Optics

Treat water as geometry motion, surface orientation, and a participating optical layer. A blue transparent material is not a water system.

This skill contains exemplary examples and assets beyond descriptive guidance,
they're worth studying, referencing, or even copying. Use them sufficiently
when relevant and do NOT blindly skip them.

For large seas with spectral cascades, coastal breakers or camera-medium
crossings, use `$threejs-spectral-ocean`. This skill also owns the air-side
`photoreal-water` shallow-water compositor.

## Analytic surface build order

1. Define wave bands and evaluate displacement.
2. Derive the normal analytically from the same waves.
3. Choose displaced geometry or explicitly normal-only water.
4. Establish scene-color ownership for heuristic refraction.
5. Declare whether absorption uses true depth or a fallback path-length estimate.
6. Blend analytic reflection/refraction through side-aware Fresnel.
7. Derive foam and glints from the shared wave response.
8. Filter unresolved normal bands from derivatives.

Read [references/water-surface-system.md](references/water-surface-system.md)
for the authored displacement/normal contract, optical hierarchy, side-aware
refraction, absorption fallback, and diagnostic channels.

Read the
[interactive pool volume implementation](examples/interactive-pool-volume/water-volume-system.js)
for bounded RGBA height/velocity/normal simulation, local drops, moving-sphere
displacement suitable for draggable objects, differential-area caustics, and
in-shader pool/water/sphere ray tracing against the pool bounds and sphere.

Read the [photoreal water implementation](examples/photoreal-water/photoreal-water.js)
for gravity-capillary FFT waves, touch ripples, RGB caustics, refracted pebble-bed
radiance and aperture diffraction glare. Read
[references/photoreal-water.md](references/photoreal-water.md) for its pass,
coordinate, filtering, integration and diagnostic contracts.

The rest: https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills/blob/HEAD/skills/threejs-water-optics/SKILL.md
