threejs-shaders

import * as THREE from "three";

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Install skill "threejs-shaders" with this command: npx skills add toilahuongg/google-antigravity-kit/toilahuongg-google-antigravity-kit-threejs-shaders

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 &#x3C;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

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