Threejs Shaders logo

Threejs Shaders

CommunityPopular
CloudAI-X
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.

Overview

PublisherCloudAI-X
Repositorythreejs-skills
Skill namethreejs-shaders
Stars
3.3K
Forks
378
Bundled files
Instructions only
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by CloudAI-X on GitHub. Read the source before you install it.

Installation

Install the Threejs Shaders AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/CloudAI-X/threejs-skills.git /tmp/threejs-skills
mkdir -p .claude/skills
cp -r /tmp/threejs-skills/skills/threejs-shaders .claude/skills/threejs-shaders
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Threejs Shaders in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Threejs Shaders on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Threejs Shaders is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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 <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 loop
if (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
// 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

Frequently asked questions

What does the Threejs Shaders AI skill do?

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

Why use Threejs Shaders on TypingMind?

Because you install it once and use it with any model. Threejs Shaders is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Threejs Shaders in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/CloudAI-X/threejs-skills/tree/main/skills/threejs-shaders. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Threejs Shaders?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Threejs Shaders?

As many as you like. As long as a model supports skills, you can use Threejs Shaders with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Threejs Shaders AI skill free?

It is published on GitHub by CloudAI-X. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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