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threejs-shaders
CCloudAI-X
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CloudAI-X/threejs-skills/skills/threejs-shaders
💡 Summary
English summary.
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Persona 1Persona 2Persona 3
🤖 AI Roast: “Powerful, but the setup might scare off the impatient.”
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name: threejs-shaders description: Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
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), l
5-Dim Analysis
Clarity8/10
Novelty6/10
Utility8/10
Completeness7/10
Maintainability7/10
Pros & Cons
Pros
- p1
- p2
Cons
- c1
- c2
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Copyright belongs to the original author CloudAI-X.
