/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.
$ npx -y skills add cloudai-x/threejs-skills --skill threejs-shaders --agent claude-codeHow it fires
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/threejs-shaders
Context preview
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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.mdname: 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-pRead more
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-pA curated collection of Three.js skill files that provide Claude Code with foundational knowledge for creating 3D elements and interactive experiences.
Repo: cloudai-x/threejs-skills
Other skills on threejs-skills.
- /threejs-animation
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
Open skill - /threejs-fundamentals
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
Open skill - /threejs-geometry
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
Open skill - /threejs-interaction
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
Open skill - /threejs-lighting
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
Open skill - /threejs-loaders
Three.js asset loading - GLTF, textures, images, models, async patterns. Use when loading 3D models, textures, HDR environments, or managing loading progress.
Open skill

