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
-
Minimize uniforms: Group related values into vectors
-
Avoid conditionals: Use mix/step instead of if/else
-
Precalculate: Move calculations to JS when possible
-
Use textures: For complex functions, use lookup tables
-
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