Use when a newly mined VoiceDrop article needs automated post-processing — invoked headless by the 5-minute poller (launchd com.jianshuo.voicedrop-postprocess) with the article stem as argument. Triggers — "/wjs-voicedrop-post-processing <stem>".
日本語の概要は準備中です。原文の説明を表示しています。
jianshuo/claude-skills☆ 1322026年10月13日 更新
End-to-end finite element analysis in MATLAB PDE Toolbox — geometry creation, model setup, solve, and post-processing in one skill. Use when building geometry from primitives or file import, setting up femodel with BCs/loads/materials, solving thermal/structural/EM problems, and extracting or visualizing results. Covers fegeometry, multicuboid, multicylinder, multisphere, decsg, boolean ops, mesh generation, femodel, all AnalysisTypes (thermalSteady, thermalTransient, structuralStatic, structuralTransient, structuralModal, structuralFrequency, electrostatic, magnetostatic, dcConduction, harmonic EM), materialProperties, faceBC, faceLoad, cellLoad, vertexLoad, solve, interpolation, von Mises stress, principal stress, reaction forces, heat flux, pdeplot3D visualization. Triggers on: PDE Toolbox, finite element, FEA, thermal analysis, structural analysis, electromagnetic analysis, femodel, mesh, boundary conditions, stress, displacement, heat transfer, post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
matlab/matlab-agentic-toolkit☆ 1,1572026年10月9日 更新
CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects.
日本語の概要は準備中です。原文の説明を表示しています。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
Blender's compositor post-processes renders with a node graph, and this skill scripts it from Python (bpy) in Blender 5.x. Use when the user wants to set up compositor nodes, add post-processing effects, color correct renders, combine render passes, apply blur or glare, key green screens, write passes to multilayer EXR, or port a compositing script that broke after Blender 5.0 (scene.node_tree, CompositorNodeComposite, glare_type and file_slots are gone).
日本語の概要は準備中です。原文の説明を表示しています。
TerminalSkills/skills☆ 1652026年10月4日 更新
Classic image manipulation with Python Pillow - resize, crop, composite, format conversion, watermarks, brightness/contrast adjustments, and web optimization. Use this skill when post-processing AI-generated images, preparing images for web delivery, batch processing image directories, creating responsive image variants, or performing any deterministic pixel-level image operation. Works standalone or alongside bria-ai for post-processing generated images.
日本語の概要は準備中です。原文の説明を表示しています。
Bria-AI/bria-skill☆ 692026年10月12日 更新
Generate physically-based atmospheric scattering shaders — sky domes, planetary atmospheres, LUT-optimized pipelines, depth-aware post-processing. Four modes — sky-dome, atmosphere-post, planet, lut. Triggers on atmospheric scattering, sky shader, sunset rendering, planet atmosphere, Rayleigh scattering, Mie scattering, volumetric sky, sky dome, atmosphere post-processing, aerial perspective, transmittance LUT, sky rendering, realistic sky, planetary rendering.
日本語の概要は準備中です。原文の説明を表示しています。
tdimino/claude-code-minoan☆ 412026年9月28日 更新
Generate interactive Three.js canvases in six modes: narrative particle phase cycles, WebGPU spinner/loaders, infinite gallery tunnels, animated glTF specimens, vinyl showcase with webcam reflection, glass hero sections with physically-accurate refraction/dispersion/iridescence. Ships a reusable Phosphor Vigil FX post-processing module (CRT composite, scanlines, chromatic aberration). Self-contained HTML output. Triggers on particle system, ambient 3D canvas, WebGL art, spinner, loader, infinite tunnel, glTF animation, CRT post-processing, vinyl record, webcam reflection, 3D product showcase, glass hero, 3D glass, refraction, dispersion, iridescent glass, frosted glass panes, glass material.
日本語の概要は準備中です。原文の説明を表示しています。
tdimino/claude-code-minoan☆ 412026年9月28日 更新
3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators.
日本語の概要は準備中です。原文の説明を表示しています。
MikeCheng1208/BattleTree☆ 22026年7月22日 更新
Three.js skills for creating 3D elements and interactive experiences in the browser — scenes, materials, controls, and post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
nexu-io/open-design☆ 10.1万2026年10月13日 更新
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
日本語の概要は準備中です。原文の説明を表示しています。
calesthio/OpenMontage☆ 6.8万2026年10月13日 更新
Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. Use for rays of light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7402026年10月6日 更新
Render a 3D canvas sharply on Retina and HiDPI displays, including explicit 200 percent resolution, synchronized renderer and post-processing sizes, correct pointer coordinates, and measured quality fallbacks. Use for blurry WebGL output, 2x rendering, high-resolution previews, and display-density changes.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7402026年10月6日 更新
Debug and profile Three.js browser games: blank canvases, render and runtime bugs, asset and audio loading, animation, resize, mobile input, plus performance profiling of draw calls, triangles, textures, memory, shader and post-processing cost, and bundle size.
日本語の概要は準備中です。原文の説明を表示しています。
majidmanzarpour/threejs-game-skills☆ 2,4912026年9月28日 更新
Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
日本語の概要は準備中です。原文の説明を表示しています。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新
Two pipelines ending at a scanner-look PDF. (1) Phone photos of paper documents (contracts, stamped certificates, receipts, forms, handwritten notes) → clean scanner-quality PDF: perspective rectification + noteshrink whitening + A4 assembly + mandatory whole-document check. Trigger: "把照片 做成扫描件", "photos to scanned PDF", "make this look scanned", "手机拍的 文档转 PDF", "盖章文件扫描", replacing pages in an existing scanned PDF, any CamScanner-like request. (2) A digital document with no signature yet (rendered docx/PDF, confirmation form, contract draft) → make it look hand-signed and scanned: synthesize a handwriting-style signature, composite it onto the signature line, apply the same scan-look post-processing. Trigger: "帮我做个手写签名", "生成签名盖到这份文件上", "做成签过字的扫描件", "synthesize a signature", any request for a document that needs to look signed without a real photographed signature. Do NOT hand-roll levels/contrast enhancement for scan-look — tried and rejected twice; this skill's pipeline is the proven one.
日本語の概要は準備中です。原文の説明を表示しています。
daymade/claude-code-skills☆ 1,4562026年10月13日 更新
Converts DOCX/PDF/PPTX and saved HTML/HTM to high-quality Markdown with automatic post-processing. Fixes pandoc grid tables, simple tables, image paths, CJK bold spacing, attribute noise, and code blocks; for PDFs also strips OCR garbage blocks, repeated headers/footers/watermarks, and absolute image paths from pymupdf4llm output. Benchmarked best-in-class (7.6/10) against Docling, MarkItDown, Pandoc raw, and Mammoth. Trigger on "convert document", "docx to markdown", "parse word", "doc to markdown", "解析word", "转换文档", "HTML to Markdown".
日本語の概要は準備中です。原文の説明を表示しています。
daymade/claude-code-skills☆ 1,4562026年10月13日 更新
Detect buying signals across TAM companies and watchlist personas. Three-phase architecture: (1) free diff-based signals from existing data (headcount growth, tech stack changes, funding rounds), (2) Apify-powered signals (job postings, LinkedIn content analysis, profile changes), and (3) post-processing with dedup, scoring, and lead status updates. Writes signals to Supabase signals table for downstream activation.
日本語の概要は準備中です。原文の説明を表示しています。
gooseworks-ai/goose-skills☆ 1,2452026年10月13日 更新
Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, TSL syntax and node materials, compute shaders, post-processing effects, and WGSL integration. Use this skill when working with Three.js WebGPU, TSL shaders, node materials, or GPU compute in Three.js.
日本語の概要は準備中です。原文の説明を表示しています。
dgreenheck/webgpu-claude-skill☆ 1,2412026年4月10日 更新
Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.
日本語の概要は準備中です。原文の説明を表示しています。
thedivergentai/Game-Design-Agentic-Skills☆ 8452026年10月13日 更新
Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
日本語の概要は準備中です。原文の説明を表示しています。
jame581/GodotPrompter☆ 8152026年10月12日 更新
This package implements a metabolic network analysis pipeline to identify an active metabolic module based on high throughput data. The pipeline takes as input transcriptional and/or metabolic data and finds a metabolic subnetwork (module) most regulated between the two conditions of interest. The package further provides functions for module post-processing, annotation and visualization.
日本語の概要は準備中です。原文の説明を表示しています。
bioMate-AI/biomate-bioconductor-kb☆ 8042026年6月21日 更新
Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, TSL syntax and node materials, compute shaders, post-processing effects, and WGSL integration. Use this skill when working with Three.js WebGPU, TSL shaders, node materials, or GPU compute in Three.js.
日本語の概要は準備中です。原文の説明を表示しています。
managedcode/dotnet-skills☆ 4862026年10月13日 更新
Converts webm/mp4 video files to optimized GIFs via ffmpeg with configurable quality settings. Use when post-processing recordings into shareable GIFs.
日本語の概要は準備中です。原文の説明を表示しています。
athola/claude-night-market☆ 3412026年10月10日 更新