threejs-shaders

Custom GLSL shaders for Three.js with ShaderMaterial, uniforms, varyings, and built-in material extension. Covers ShaderMaterial vs. RawShaderMaterial, uniform types (floats, vectors, matrices, textures, arrays), and real-time uniform updates in animation loops Includes six common shader patterns: texture sampling, vertex displacement, Fresnel effects, noise-based effects, rim lighting, and dissolve effects Supports material extension via onBeforeCompile to inject custom code into built-in materials like MeshStandardMaterial Provides GLSL built-in function reference (math, vector, texture operations) and performance optimization patterns favoring mix/step over conditionals

INSTALLATION
npx skills add https://github.com/cloudai-x/threejs-skills --skill threejs-shaders
Run in your project or agent environment. Adjust flags if your CLI version differs.

SKILL.md

$2a

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));

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