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/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.

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threejs-skills
3.3k10 skills
Install
$ npx -y skills add cloudai-x/threejs-skills --skill threejs-shaders --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/threejs-shaders

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

threejs-shaders.SKILL.md
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-p
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Ships withthreejs-skills

A curated collection of Three.js skill files that provide Claude Code with foundational knowledge for creating 3D elements and interactive experiences.

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