cloudai-x/threejs-skills1 file

Threejs Shaders

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

Specification
Skill ID
cloudai-x/threejs-skills/threejs-shaders
Publisher
cloudai-x
Repository
threejs-skills
Installs
262
Files
1
Synced
Oct 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

cloudai-x/threejs-skills/threejs-shadersInstalls these files
  • SKILL.md

What this skill tells the agent

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

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