Claude Agent Skill · by Cloudai X

Threejs Shaders

Install Threejs Shaders skill for Claude Code from cloudai-x/threejs-skills.

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Terminal · npx
$npx skills add https://github.com/cloudai-x/threejs-skills --skill threejs-shaders
Works with Paperclip

How Threejs Shaders fits into a Paperclip company.

Threejs Shaders drops into any Paperclip agent that handles this kind of work. Assign it to a specialist inside a pre-configured PaperclipOrg company and the skill becomes available on every heartbeat — no prompt engineering, no tool wiring.

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SaaS FactoryPaired

Pre-configured AI company — 18 agents, 18 skills, one-time purchase.

$27$59
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---name: threejs-shadersdescription: 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 ```javascriptimport * 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. ```javascriptconst 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. ```javascriptconst 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 ```javascriptconst 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. ```javascriptconst 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 ```javascriptconst 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 ```javascriptconst 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 ```javascriptconst 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 ```javascriptconst 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 ```glsluniform 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. ```javascriptconst 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 ```javascriptconst 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 ```javascriptimport { 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 vectors2. **Avoid conditionals**: Use mix/step instead of if/else3. **Precalculate**: Move calculations to JS when possible4. **Use textures**: For complex functions, use lookup tables5. **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