threejs-shaders

threejs-shaders

Beliebt

Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.

426Sterne
56Forks
Aktualisiert 1/21/2026
SKILL.md
readonlyread-only
name
threejs-shaders
description

Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.

Three.js Shaders

Quick Start

import * as THREE from "three";

const material = new THREE.ShaderMaterial({
  uniforms: {
    time: { value: 0 },
    color: { value: new THREE.Color(0xff0000) },
  },
  vertexShader: `
    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform vec3 color;

    void main() {
      gl_FragColor = vec4(color, 1.0);
    }
  `,
});

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

ShaderMaterial vs RawShaderMaterial

ShaderMaterial

Three.js provides built-in uniforms and attributes.

const material = new THREE.ShaderMaterial({
  vertexShader: `
    // Built-in uniforms available:
    // uniform mat4 modelMatrix;
    // uniform mat4 modelViewMatrix;
    // uniform mat4 projectionMatrix;
    // uniform mat4 viewMatrix;
    // uniform mat3 normalMatrix;
    // uniform vec3 cameraPosition;

    // Built-in attributes available:
    // attribute vec3 position;
    // attribute vec3 normal;
    // attribute vec2 uv;

    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

RawShaderMaterial

Full control - you define everything.

const material = new THREE.RawShaderMaterial({
  uniforms: {
    projectionMatrix: { value: camera.projectionMatrix },
    modelViewMatrix: { value: new THREE.Matrix4() },
  },
  vertexShader: `
    precision highp float;

    attribute vec3 position;
    uniform mat4 projectionMatrix;
    uniform mat4 modelViewMatrix;

    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    precision highp float;

    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

Uniforms

Uniform Types

const material = new THREE.ShaderMaterial({
  uniforms: {
    // Numbers
    floatValue: { value: 1.5 },
    intValue: { value: 1 },

    // Vectors
    vec2Value: { value: new THREE.Vector2(1, 2) },
    vec3Value: { value: new THREE.Vector3(1, 2, 3) },
    vec4Value: { value: new THREE.Vector4(1, 2, 3, 4) },

    // Colors (converted to vec3)
    colorValue: { value: new THREE.Color(0xff0000) },

    // Matrices
    mat3Value: { value: new THREE.Matrix3() },
    mat4Value: { value: new THREE.Matrix4() },

    // Textures
    textureValue: { value: texture },
    cubeTextureValue: { value: cubeTexture },

    // Arrays
    floatArray: { value: [1.0, 2.0, 3.0] },
    vec3Array: {
      value: [new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 1, 0)],
    },
  },
});

GLSL Declarations

// In shader
uniform float floatValue;
uniform int intValue;
uniform vec2 vec2Value;
uniform vec3 vec3Value;
uniform vec3 colorValue;    // Color becomes vec3
uniform vec4 vec4Value;
uniform mat3 mat3Value;
uniform mat4 mat4Value;
uniform sampler2D textureValue;
uniform samplerCube cubeTextureValue;
uniform float floatArray[3];
uniform vec3 vec3Array[2];

Updating Uniforms

// Direct assignment
material.uniforms.time.value = clock.getElapsedTime();

// Vector/Color updates
material.uniforms.position.value.set(x, y, z);
material.uniforms.color.value.setHSL(hue, 1, 0.5);

// Matrix updates
material.uniforms.matrix.value.copy(mesh.matrixWorld);

Varyings

Pass data from vertex to fragment shader.

const material = new THREE.ShaderMaterial({
  vertexShader: `
    varying vec2 vUv;
    varying vec3 vNormal;
    varying vec3 vPosition;

    void main() {
      vUv = uv;
      vNormal = normalize(normalMatrix * normal);
      vPosition = (modelViewMatrix * vec4(position, 1.0)).xyz;

      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    varying vec2 vUv;
    varying vec3 vNormal;
    varying vec3 vPosition;

    void main() {
      // Use interpolated values
      gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);
    }
  `,
});

Common Shader Patterns

Texture Sampling

const material = new THREE.ShaderMaterial({
  uniforms: {
    map: { value: texture },
  },
  vertexShader: `
    varying vec2 vUv;

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

    void main() {
      vec4 texColor = texture2D(map, vUv);
      gl_FragColor = texColor;
    }
  `,
});

Vertex Displacement

const material = new THREE.ShaderMaterial({
  uniforms: {
    time: { value: 0 },
    amplitude: { value: 0.5 },
  },
  vertexShader: `
    uniform float time;
    uniform float amplitude;

    void main() {
      vec3 pos = position;

      // Wave displacement
      pos.z += sin(pos.x * 5.0 + time) * amplitude;
      pos.z += sin(pos.y * 5.0 + time) * amplitude;

      gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(0.5, 0.8, 1.0, 1.0);
    }
  `,
});

Fresnel Effect

const material = new THREE.ShaderMaterial({
  vertexShader: `
    varying vec3 vNormal;
    varying vec3 vWorldPosition;

    void main() {
      vNormal = normalize(normalMatrix * normal);
      vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    varying vec3 vNormal;
    varying vec3 vWorldPosition;

    void main() {
      // cameraPosition is auto-provided by ShaderMaterial
      vec3 viewDirection = normalize(cameraPosition - vWorldPosition);
      float fresnel = pow(1.0 - dot(viewDirection, vNormal), 3.0);

      vec3 baseColor = vec3(0.0, 0.0, 0.5);
      vec3 fresnelColor = vec3(0.5, 0.8, 1.0);

      gl_FragColor = vec4(mix(baseColor, fresnelColor, fresnel), 1.0);
    }
  `,
});

Noise-Based Effects

// Simple noise function
float random(vec2 st) {
  return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453);
}

// Value noise
float noise(vec2 st) {
  vec2 i = floor(st);
  vec2 f = fract(st);

  float a = random(i);
  float b = random(i + vec2(1.0, 0.0));
  float c = random(i + vec2(0.0, 1.0));
  float d = random(i + vec2(1.0, 1.0));

  vec2 u = f * f * (3.0 - 2.0 * f);

  return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}

// Usage
float n = noise(vUv * 10.0 + time);

Gradient

// Linear gradient
vec3 color = mix(colorA, colorB, vUv.y);

// Radial gradient
float dist = distance(vUv, vec2(0.5));
vec3 color = mix(centerColor, edgeColor, dist * 2.0);

// Smooth gradient with custom curve
float t = smoothstep(0.0, 1.0, vUv.y);
vec3 color = mix(colorA, colorB, t);

Rim Lighting

const material = new THREE.ShaderMaterial({
  vertexShader: `
    varying vec3 vNormal;
    varying vec3 vViewPosition;

    void main() {
      vNormal = normalize(normalMatrix * normal);
      vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
      vViewPosition = mvPosition.xyz;
      gl_Position = projectionMatrix * mvPosition;
    }
  `,
  fragmentShader: `
    varying vec3 vNormal;
    varying vec3 vViewPosition;

    void main() {
      vec3 viewDir = normalize(-vViewPosition);
      float rim = 1.0 - max(0.0, dot(viewDir, vNormal));
      rim = pow(rim, 4.0);

      vec3 baseColor = vec3(0.2, 0.2, 0.8);
      vec3 rimColor = vec3(1.0, 0.5, 0.0);

      gl_FragColor = vec4(baseColor + rimColor * rim, 1.0);
    }
  `,
});

Dissolve Effect

uniform float progress;
uniform sampler2D noiseMap;

void main() {
  float noise = texture2D(noiseMap, vUv).r;

  if (noise < progress) {
    discard;
  }

  // Edge glow
  float edge = smoothstep(progress, progress + 0.1, noise);
  vec3 edgeColor = vec3(1.0, 0.5, 0.0);
  vec3 baseColor = vec3(0.5);

  gl_FragColor = vec4(mix(edgeColor, baseColor, edge), 1.0);
}

Extending Built-in Materials

onBeforeCompile

Modify existing material shaders.

const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });

material.onBeforeCompile = (shader) => {
  // Add custom uniform
  shader.uniforms.time = { value: 0 };

  // Store reference for updates
  material.userData.shader = shader;

  // Modify vertex shader
  shader.vertexShader = shader.vertexShader.replace(
    "#include <begin_vertex>",
    `
    #include <begin_vertex>
    transformed.y += sin(position.x * 10.0 + time) * 0.1;
    `,
  );

  // Add uniform declaration
  shader.vertexShader = "uniform float time;\n" + shader.vertexShader;
};

// Update in animation loop
if (material.userData.shader) {
  material.userData.shader.uniforms.time.value = clock.getElapsedTime();
}

Common Injection Points

// Vertex shader chunks
"#include <begin_vertex>"; // After position is calculated
"#include <project_vertex>"; // After gl_Position
"#include <beginnormal_vertex>"; // Normal calculation start

// Fragment shader chunks
"#include <color_fragment>"; // After diffuse color
"#include <output_fragment>"; // Final output
"#include <fog_fragment>"; // After fog applied

GLSL Built-in Functions

Math Functions

// Basic
abs(x), sign(x), floor(x), ceil(x), fract(x)
mod(x, y), min(x, y), max(x, y), clamp(x, min, max)
mix(a, b, t), step(edge, x), smoothstep(edge0, edge1, x)

// Trigonometry
sin(x), cos(x), tan(x)
asin(x), acos(x), atan(y, x), atan(x)
radians(degrees), degrees(radians)

// Exponential
pow(x, y), exp(x), log(x), exp2(x), log2(x)
sqrt(x), inversesqrt(x)

Vector Functions

// Length and distance
length(v), distance(p0, p1), dot(x, y), cross(x, y)

// Normalization
normalize(v)

// Reflection and refraction
reflect(I, N), refract(I, N, eta)

// Component-wise
lessThan(x, y), lessThanEqual(x, y)
greaterThan(x, y), greaterThanEqual(x, y)
equal(x, y), notEqual(x, y)
any(bvec), all(bvec)

Texture Functions

// GLSL 1.0 (default) - use texture2D/textureCube
texture2D(sampler, coord)
texture2D(sampler, coord, bias)
textureCube(sampler, coord)

// GLSL 3.0 (glslVersion: THREE.GLSL3) - use texture()
// texture(sampler, coord) replaces texture2D/textureCube
// Also use: out vec4 fragColor instead of gl_FragColor

// Texture size (GLSL 1.30+)
textureSize(sampler, lod)

Common Material Properties

const material = new THREE.ShaderMaterial({
  uniforms: {
    /* ... */
  },
  vertexShader: "/* ... */",
  fragmentShader: "/* ... */",

  // Rendering
  transparent: true,
  opacity: 1.0,
  side: THREE.DoubleSide,
  depthTest: true,
  depthWrite: true,

  // Blending
  blending: THREE.NormalBlending,
  // AdditiveBlending, SubtractiveBlending, MultiplyBlending

  // Wireframe
  wireframe: false,
  wireframeLinewidth: 1, // Note: >1 has no effect on most platforms (WebGL limitation)

  // Extensions
  extensions: {
    derivatives: true, // For fwidth, dFdx, dFdy
    fragDepth: true, // gl_FragDepth
    drawBuffers: true, // Multiple render targets
    shaderTextureLOD: true, // texture2DLod
  },

  // GLSL version
  glslVersion: THREE.GLSL3, // For WebGL2 features
});

Shader Includes

Using Three.js Shader Chunks

import { ShaderChunk } from "three";

const fragmentShader = `
  ${ShaderChunk.common}
  ${ShaderChunk.packing}

  uniform sampler2D depthTexture;
  varying vec2 vUv;

  void main() {
    float depth = texture2D(depthTexture, vUv).r;
    float linearDepth = perspectiveDepthToViewZ(depth, 0.1, 1000.0);
    gl_FragColor = vec4(vec3(-linearDepth / 100.0), 1.0);
  }
`;

External Shader Files

// With vite/webpack
import vertexShader from "./shaders/vertex.glsl";
import fragmentShader from "./shaders/fragment.glsl";

const material = new THREE.ShaderMaterial({
  vertexShader,
  fragmentShader,
});

Instanced Shaders

// Instanced attribute
const offsets = new Float32Array(instanceCount * 3);
// Fill offsets...
geometry.setAttribute("offset", new THREE.InstancedBufferAttribute(offsets, 3));

const material = new THREE.ShaderMaterial({
  vertexShader: `
    attribute vec3 offset;

    void main() {
      vec3 pos = position + offset;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

Debugging Shaders

// Check for compile errors
material.onBeforeCompile = (shader) => {
  console.log("Vertex Shader:", shader.vertexShader);
  console.log("Fragment Shader:", shader.fragmentShader);
};

// Visual debugging
fragmentShader: `
  void main() {
    // Debug UV
    gl_FragColor = vec4(vUv, 0.0, 1.0);

    // Debug normals
    gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);

    // Debug position
    gl_FragColor = vec4(vPosition * 0.1 + 0.5, 1.0);
  }
`;

// Check WebGL errors
renderer.debug.checkShaderErrors = true;

Performance Tips

  1. Minimize uniforms: Group related values into vectors
  2. Avoid conditionals: Use mix/step instead of if/else
  3. Precalculate: Move calculations to JS when possible
  4. Use textures: For complex functions, use lookup tables
  5. Limit overdraw: Avoid transparent objects when possible
// Instead of:
if (value > 0.5) {
  color = colorA;
} else {
  color = colorB;
}

// Use:
color = mix(colorB, colorA, step(0.5, value));

See Also

  • threejs-materials - Built-in material types
  • threejs-postprocessing - Full-screen shader effects
  • threejs-textures - Texture sampling in shaders

You Might Also Like

Related Skills

cache-components

cache-components

137Kdev-frontend

Expert guidance for Next.js Cache Components and Partial Prerendering (PPR). **PROACTIVE ACTIVATION**: Use this skill automatically when working in Next.js projects that have `cacheComponents: true` in their next.config.ts/next.config.js. When this config is detected, proactively apply Cache Components patterns and best practices to all React Server Component implementations. **DETECTION**: At the start of a session in a Next.js project, check for `cacheComponents: true` in next.config. If enabled, this skill's patterns should guide all component authoring, data fetching, and caching decisions. **USE CASES**: Implementing 'use cache' directive, configuring cache lifetimes with cacheLife(), tagging cached data with cacheTag(), invalidating caches with updateTag()/revalidateTag(), optimizing static vs dynamic content boundaries, debugging cache issues, and reviewing Cache Component implementations.

vercel avatarvercel
Holen
component-refactoring

component-refactoring

128Kdev-frontend

Refactor high-complexity React components in Dify frontend. Use when `pnpm analyze-component --json` shows complexity > 50 or lineCount > 300, when the user asks for code splitting, hook extraction, or complexity reduction, or when `pnpm analyze-component` warns to refactor before testing; avoid for simple/well-structured components, third-party wrappers, or when the user explicitly wants testing without refactoring.

langgenius avatarlanggenius
Holen
web-artifacts-builder

web-artifacts-builder

47Kdev-frontend

Suite of tools for creating elaborate, multi-component claude.ai HTML artifacts using modern frontend web technologies (React, Tailwind CSS, shadcn/ui). Use for complex artifacts requiring state management, routing, or shadcn/ui components - not for simple single-file HTML/JSX artifacts.

anthropics avataranthropics
Holen
frontend-design

frontend-design

47Kdev-frontend

Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.

anthropics avataranthropics
Holen
react-modernization

react-modernization

28Kdev-frontend

Upgrade React applications to latest versions, migrate from class components to hooks, and adopt concurrent features. Use when modernizing React codebases, migrating to React Hooks, or upgrading to latest React versions.

wshobson avatarwshobson
Holen
tailwind-design-system

tailwind-design-system

28Kdev-frontend

Build scalable design systems with Tailwind CSS v4, design tokens, component libraries, and responsive patterns. Use when creating component libraries, implementing design systems, or standardizing UI patterns.

wshobson avatarwshobson
Holen