--- 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 ```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({ 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 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 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 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, 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 ", ` #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(); } ``` ### 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 "; // Final output "#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) // 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/webpack import vertexShader from "./shaders/vertex.glsl"; import fragmentShader from "./shaders/fragment.glsl"; 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. **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