Threejs Shaders

calesthio/OpenMontage/.agents/skills/threejs-shaders

by calesthio9327439db69021ab4b0e2776729bf3b58fdb5a87No license65K starsListed Oct 9, 2026Updated Oct 9, 2026Repository updated 5 days ago

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

AI-generated overview

Reference guide for writing Three.js GLSL shaders, ShaderMaterial setups, uniforms, and custom visual effects.

What it does
Provides reference material and code examples for authoring Three.js shaders, covering ShaderMaterial versus RawShaderMaterial, uniform types and updates, varyings, and common patterns such as texture sampling, vertex displacement, Fresnel, noise, gradients, rim lighting, and dissolve effects. It also documents extending built-in materials via onBeforeCompile, GLSL built-in functions, material properties, shader chunks, instanced shaders, and debugging and performance tips.
When to use it
Use when creating custom visual effects in Three.js, modifying vertices, writing fragment shaders, or extending built-in materials. It suits developers who need concrete GLSL and JavaScript examples for shader work.
Requirements
Requires a Three.js project and a JavaScript environment; no scripts are shipped, only instructional content.

Three.js Shaders

Quick Start

javascript
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 loopmaterial.uniforms.time.value = clock.getElapsedTime();

ShaderMaterial vs RawShaderMaterial

ShaderMaterial

Three.js provides built-in uniforms and attributes.

javascript
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.

javascript
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

javascript
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

glsl
// In shaderuniform float floatValue;uniform int intValue;uniform vec2 vec2Value;uniform vec3 vec3Value;uniform vec3 colorValue;    // Color becomes vec3uniform vec4 vec4Value;uniform mat3 mat3Value;uniform mat4 mat4Value;uniform sampler2D textureValue;uniform samplerCube cubeTextureValue;uniform float floatArray[3];uniform vec3 vec3Array[2];

Updating Uniforms

javascript
// Direct assignmentmaterial.uniforms.time.value = clock.getElapsedTime();
// Vector/Color updatesmaterial.uniforms.position.value.set(x, y, z);material.uniforms.color.value.setHSL(hue, 1, 0.5);
// Matrix updatesmaterial.uniforms.matrix.value.copy(mesh.matrixWorld);

Varyings

Pass data from vertex to fragment shader.

javascript
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

javascript
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

javascript
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

javascript
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

glsl
// Simple noise functionfloat random(vec2 st) {  return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453);}
// Value noisefloat 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;}
// Usagefloat n = noise(vUv * 10.0 + time);

Gradient

glsl
// Linear gradientvec3 color = mix(colorA, colorB, vUv.y);
// Radial gradientfloat dist = distance(vUv, vec2(0.5));vec3 color = mix(centerColor, edgeColor, dist * 2.0);
// Smooth gradient with custom curvefloat t = smoothstep(0.0, 1.0, vUv.y);vec3 color = mix(colorA, colorB, t);

Rim Lighting

javascript
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

glsl
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.

javascript
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 loopif (material.userData.shader) {  material.userData.shader.uniforms.time.value = clock.getElapsedTime();}

Common Injection Points

javascript
// 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

glsl
// Basicabs(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)
// Trigonometrysin(x), cos(x), tan(x)asin(x), acos(x), atan(y, x), atan(x)radians(degrees), degrees(radians)
// Exponentialpow(x, y), exp(x), log(x), exp2(x), log2(x)sqrt(x), inversesqrt(x)

Vector Functions

glsl
// Length and distancelength(v), distance(p0, p1), dot(x, y), cross(x, y)
// Normalizationnormalize(v)
// Reflection and refractionreflect(I, N), refract(I, N, eta)
// Component-wiselessThan(x, y), lessThanEqual(x, y)greaterThan(x, y), greaterThanEqual(x, y)equal(x, y), notEqual(x, y)any(bvec), all(bvec)

Texture Functions

glsl
// GLSL 1.0 (default) - use texture2D/textureCubetexture2D(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

javascript
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

javascript
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

javascript
// With vite/webpackimport vertexShader from "./shaders/vertex.glsl";import fragmentShader from "./shaders/fragment.glsl";
const material = new THREE.ShaderMaterial({  vertexShader,  fragmentShader,});

Instanced Shaders

javascript
// Instanced attributeconst 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

javascript
// Check for compile errorsmaterial.onBeforeCompile = (shader) => {  console.log("Vertex Shader:", shader.vertexShader);  console.log("Fragment Shader:", shader.fragmentShader);};
// Visual debuggingfragmentShader: `  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 errorsrenderer.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
glsl
// 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

Source and attribution

Source:calesthio/OpenMontagein.agents/skills/threejs-shadersat commit9327439

License: No license

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