# Three.js Shaders - Detailed Guide > This file contains the detailed procedure and reference material extracted from `SKILL.md` for focused loading. The root skill defines activation, examples, safety constraints, and limitations. Examples target a pinned Three.js r183 WebGLRenderer unless labeled TSL; core/addons must match. Assume existing scene/camera/geometry/clock and supply UVs/normals as needed. ShaderMaterial does not automatically add built-in material lighting, tone mapping, color conversion or correct normals after custom displacement; decide the color pipeline and use appropriate chunks/output pass. GLSL fragments and alternative snippets are not one complete application. ## 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 loop material.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({ // Declare built-in matrix uniforms in raw GLSL; WebGLRenderer supplies their values. // Do not shadow modelViewMatrix with an identity matrix. 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 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 ```javascript // 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. ```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 vViewPosition; void main() { vNormal = normalize(normalMatrix * normal); vViewPosition = (modelViewMatrix * vec4(position, 1.0)).xyz; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: ` varying vec3 vNormal; varying vec3 vViewPosition; void main() { // Keep view vector and inverse-transpose normal in the same view space. vec3 viewDirection = normalize(-vViewPosition); float fresnel = pow(1.0 - clamp(dot(viewDirection, normalize(vNormal)), 0.0, 1.0), 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 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 ```glsl // 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 ```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, normalize(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; varying vec2 vUv; // Matching vertex shader must assign this. 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 ", ` #include 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(); } ``` #For onBeforeCompile, keep a shared time-uniform object rather than only the last compiled shader when material variants exist. If structural patch options vary, implement customProgramCacheKey and set needsUpdate when they change. GPU displacement also needs appropriate bounds/culling and custom shadow depth/distance material handling; deformed visible geometry alone does not update those paths. ## Common Injection Points ```javascript // Vertex shader chunks "#include "; // After position is calculated "#include "; // After gl_Position "#include "; // Normal calculation start // Fragment shader chunks "#include "; // After diffuse color "#include "; // r183 output chunk; verify exact installed shader source "#include "; // After fog applied ``` ## GLSL Built-in Functions ### Math Functions ```glsl // 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 ```glsl // 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 // 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 ```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) // r183 uses WebGL2; old WebGL1 extension toggles are not this API. // GLSL version glslVersion: null, // These fragments use GLSL1-style syntax. For GLSL3 rewrite in/out and fragment output. }); ``` ## 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 // Vite raw-string imports; webpack needs a matching asset/source rule or loader import vertexShader from "./shaders/vertex.glsl?raw"; import fragmentShader from "./shaders/fragment.glsl?raw"; const material = new THREE.ShaderMaterial({ vertexShader, fragmentShader, }); ``` ## Instanced Shaders ```javascript // 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 ```javascript // 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. **Profile conditionals**: mix/step can help some shaders but may evaluate both expensive branches; preserve semantics at boundary values 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, float(value > 0.5)); // Same strict threshold; profile on the target GPU ``` ## TSL (Three.js Shading Language) - Future Direction TSL is the new shader authoring system for Three.js, used by WebGPURenderer and its supported WebGL2 fallback; it is not a drop-in material for the legacy WebGLRenderer. GLSL patterns above are **WebGL-only** and will not work with the WebGPU renderer. ### TSL Quick Start ```javascript import { MeshStandardNodeMaterial } from "three/webgpu"; import { uv, sin, time, vec3, positionLocal, normalLocal } from "three/tsl"; const material = new MeshStandardNodeMaterial(); material.colorNode = vec3(sin(uv().x.add(time)).mul(0.5).add(0.5), uv().y, 0.5); material.positionNode = positionLocal.add( normalLocal.mul(sin(positionLocal.x.add(time)).mul(0.1)) ); ``` ### Key Differences from GLSL | GLSL (WebGL only) | TSL (WebGPURenderer + supported fallback) | | ----------------------- | ---------------------------- | | `ShaderMaterial` | `MeshStandardNodeMaterial` | | String-based shaders | JavaScript node graph | | `onBeforeCompile` | Node composition | | Manual uniforms | `uniform()` node | | `texture2D()` | `texture()` node | | `gl_Position` | `positionNode` | | `gl_FragColor` | `colorNode` / `outputNode` | ### When to Use What - **GLSL ShaderMaterial**: Existing WebGL projects, maximum shader control, porting existing shaders - **TSL NodeMaterial**: New projects, WebGPU support needed, cross-renderer compatibility ## See Also - `threejs-materials` - Built-in material types - `threejs-postprocessing` - Full-screen shader effects - `threejs-textures` - Texture sampling in shaders