aspnet-core
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Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, TSL syntax and node materials, compute shaders, post-processing effects, and WGSL integration. Use this skill when working with Three.js
Claude Code
$ npx -y skills add managedcode/dotnet-skills --skill webgpu-threejs-tsl --agent claude-code
Codex
$ npx skills add managedcode/dotnet-skills --skill webgpu-threejs-tsl -a codex -y
Cursor
$ npx skills add managedcode/dotnet-skills --skill webgpu-threejs-tsl -a cursor -y
Gemini CLI
$ npx skills add managedcode/dotnet-skills --skill webgpu-threejs-tsl -a gemini-cli -y
GitHub Copilot
$ npx skills add managedcode/dotnet-skills --skill webgpu-threejs-tsl -a github-copilot -y
OpenCode
$ npx skills add managedcode/dotnet-skills --skill webgpu-threejs-tsl -a opencode -y
Windsurf
$ npx skills add managedcode/dotnet-skills --skill webgpu-threejs-tsl -a windsurf -y
name: webgpu-threejs-tsl description: Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, TSL syntax and node materials, compute shaders, post-processing effects, and WGSL integration. Use this skill when working with Three.js WebGPU, TSL shaders, node materials, or GPU compute in Three.js.
TSL (Three.js Shading Language) is a node-based shader abstraction that lets you write GPU shaders in JavaScript instead of GLSL/WGSL strings.
import * as THREE from 'three/webgpu';
import { color, time, oscSine } from 'three/tsl';
const renderer = new THREE.WebGPURenderer();
await renderer.init();
const material = new THREE.MeshStandardNodeMaterial();
material.colorNode = color(0xff0000).mul(oscSine(time));// Always use the WebGPU entry point
import * as THREE from 'three/webgpu';
import { /* TSL functions */ } from 'three/tsl';Replace standard material properties with TSL nodes:
material.colorNode = texture(map); // instead of material.map material.roughnessNode = float(0.5); // instead of material.roughness material.positionNode = displaced; // vertex displacement
TSL uses method chaining for operations:
// Instead of: sin(time * 2.0 + offset) * 0.5 + 0.5 time.mul(2.0).add(offset).sin().mul(0.5).add(0.5)
Use `Fn()` for reusable shader logic:
const fresnel = Fn(([power = 2.0]) => {
const nDotV = normalWorld.dot(viewDir).saturate();
return float(1.0).sub(nDotV).pow(power);
});Stop explaining .NET to your AI. Start building. We've all been there: asking Claude to use Entity Framework, only to get EF6 patterns in a .NET 8 project. Explaining to Copilot that Blazor Server and Blazor WebAssembly aren't the same thing.
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