Install
$ agentstack add skill-impertio-studio-three-js-claude-skill-package-threejs-syntax-shaders ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
threejs-syntax-shaders
Quick Reference
ShaderMaterial vs RawShaderMaterial
| Aspect | ShaderMaterial | RawShaderMaterial | |--------|----------------|-------------------| | Built-in uniforms | Automatically injected | NONE -- you MUST declare everything | | Built-in attributes | Automatically declared | NONE -- you MUST declare everything | | #include | Supported | NOT supported | | Precision declaration | Automatic | You MUST add precision mediump float; | | Use case | Extend Three.js rendering | Full shader control, porting external shaders | | Performance | Slight overhead from unused built-ins | Minimal shader overhead |
Uniform Type Map
| GLSL Type | JavaScript Value | |-----------|-----------------| | float | { value: 1.0 } | | int | { value: 1 } | | bool | { value: true } | | vec2 | { value: new THREE.Vector2() } | | vec3 | { value: new THREE.Vector3() } or { value: new THREE.Color() } | | vec4 | { value: new THREE.Vector4() } | | mat3 | { value: new THREE.Matrix3() } | | mat4 | { value: new THREE.Matrix4() } | | sampler2D | { value: texture } (a THREE.Texture instance) | | samplerCube | { value: cubeTexture } | | float[] | { value: [1.0, 2.0, 3.0] } | | vec3[] | { value: [new THREE.Vector3(), ...] } |
Critical Warnings
NEVER pass a bare value as a uniform -- ALWAYS wrap it in { value: ... }. Writing uniforms: { uTime: 0.0 } silently fails; ALWAYS write uniforms: { uTime: { value: 0.0 } }.
NEVER declare built-in uniforms or attributes in a ShaderMaterial shader -- Three.js injects them automatically. Redeclaring causes a GLSL compilation error.
ALWAYS declare ALL uniforms, attributes, and precision in RawShaderMaterial shaders -- nothing is injected for you.
NEVER use gl_FragColor or texture2D() when glslVersion is THREE.GLSL3 -- use a declared out vec4 variable and texture() instead.
ALWAYS call material.needsUpdate = true after changing defines -- defines are compiled into the shader, so changes require recompilation.
ShaderMaterial
Constructor
import * as THREE from 'three';
const material = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0.0 },
uColor: { value: new THREE.Color(0x00ff00) },
uTexture: { value: someTexture },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float uTime;
uniform vec3 uColor;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(uColor * vUv.x, 1.0);
}
`,
transparent: false,
wireframe: false,
side: THREE.FrontSide,
});
Properties
| Property | Type | Default | Description | |----------|------|---------|-------------| | uniforms | Object | {} | { name: { value: ... } } format | | uniformsGroups | Array | [] | Uniform buffer objects (UBO) | | vertexShader | string | -- | GLSL vertex shader source | | fragmentShader | string | -- | GLSL fragment shader source | | defines | Object | {} | Preprocessor #define directives | | extensions | Object | {} | GLSL extensions to enable | | wireframe | boolean | false | Wireframe rendering | | lights | boolean | false | Pass light uniforms to shader | | fog | boolean | false | Pass fog uniforms to shader | | clipping | boolean | false | Enable clipping planes | | glslVersion | string \| null | null | null for GLSL1, THREE.GLSL3 for GLSL 3.0 ES | | defaultAttributeValues | Object | -- | Fallback values for missing attributes |
Built-in Uniforms (ShaderMaterial Only)
These are injected automatically. NEVER declare them yourself.
// Transform matrices
uniform mat4 modelMatrix; // Object -> World
uniform mat4 modelViewMatrix; // Object -> Camera
uniform mat4 projectionMatrix; // Camera -> Clip
uniform mat4 viewMatrix; // World -> Camera
uniform mat3 normalMatrix; // Transpose inverse of modelViewMatrix
// Camera
uniform vec3 cameraPosition; // Camera world position
// When lights: true
uniform vec3 ambientLightColor;
// Plus structured arrays for directional, point, spot, hemisphere lights
Built-in Attributes (ShaderMaterial Only)
These are injected automatically. NEVER declare them yourself.
attribute vec3 position; // Vertex position
attribute vec3 normal; // Vertex normal
attribute vec2 uv; // Primary UV coordinates
attribute vec2 uv2; // Secondary UV (for aoMap, lightMap)
attribute vec4 tangent; // Tangent vector (if computeTangents was called)
attribute vec3 color; // Vertex color (if geometry has color attribute)
RawShaderMaterial
Use when you need full control over the shader source. NOTHING is injected.
const material = new THREE.RawShaderMaterial({
uniforms: {
uModelViewMatrix: { value: new THREE.Matrix4() },
uProjectionMatrix: { value: new THREE.Matrix4() },
},
vertexShader: `
precision highp float;
attribute vec3 position;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
precision highp float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`,
});
ALWAYS add precision highp float; (or mediump) at the top of both shaders in RawShaderMaterial. Omitting precision causes a GLSL compilation error on mobile and some desktop drivers.
ShaderChunk -- Reusing Three.js Shader Code
THREE.ShaderChunk contains all internal shader fragments. Use #include in ShaderMaterial (NOT RawShaderMaterial).
Common Chunks
| Chunk | Purpose | |-------|---------| | ` | Shared constants and functions (PI, saturate, etc.) | | / | Fog support (vertex) | | / | Fog support (fragment) | | / | Shadow support (vertex) | | / | Shadow support (fragment) | | | Light structure declarations | | | Initializes transformed variable from position | | | Applies modelViewMatrix and projectionMatrix | | | Normal mapping setup | | / ` | Vertex color support |
Accessing Chunks Programmatically
// Read the source of any chunk
console.log(THREE.ShaderChunk.common);
console.log(THREE.ShaderChunk.fog_pars_vertex);
onBeforeCompile -- Patching Built-in Materials
Modify an existing material's shader at compile time. This preserves PBR lighting, shadows, and all built-in features.
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
material.onBeforeCompile = (shader) => {
shader.uniforms.uTime = { value: 0.0 };
shader.vertexShader = shader.vertexShader.replace(
'#include ',
`
#include
transformed.y += sin(transformed.x * 5.0 + uTime) * 0.5;
`
);
// Store reference for uniform updates
material.userData.shader = shader;
};
// ALWAYS override customProgramCacheKey when using onBeforeCompile
material.customProgramCacheKey = () => 'my-wavy-material';
// In animation loop
if (material.userData.shader) {
material.userData.shader.uniforms.uTime.value = clock.getElapsedTime();
}
ALWAYS override customProgramCacheKey() when using onBeforeCompile -- without it, Three.js may reuse a cached unpatched shader program, causing your modifications to silently disappear.
ALWAYS check material.userData.shader exists before accessing uniforms -- the shader object is created lazily on first render and can be recreated when material.needsUpdate = true.
Defines -- Preprocessor Directives
const material = new THREE.ShaderMaterial({
defines: {
USE_FOG: '', // #define USE_FOG
MAX_LIGHTS: 4, // #define MAX_LIGHTS 4
EPSILON: '0.001', // #define EPSILON 0.001
},
// ...shaders
});
Changing defines at runtime:
material.defines.MAX_LIGHTS = 8;
material.needsUpdate = true; // REQUIRED -- triggers recompilation
GLSL3 Mode
const material = new THREE.ShaderMaterial({
glslVersion: THREE.GLSL3,
vertexShader: `
in vec3 position; // 'attribute' becomes 'in'
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
out vec3 vPosition; // 'varying' becomes 'out'
void main() {
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
precision highp float;
in vec3 vPosition; // 'varying' becomes 'in'
out vec4 fragColor; // replaces gl_FragColor
void main() {
fragColor = vec4(vPosition * 0.5 + 0.5, 1.0);
}
`,
});
GLSL1 vs GLSL3 Syntax
| GLSL1 | GLSL3 | Context | |-------|-------|---------| | attribute | in | Vertex shader inputs | | varying (vertex) | out | Vertex shader outputs | | varying (fragment) | in | Fragment shader inputs | | gl_FragColor | Declared out vec4 | Fragment shader output | | texture2D() | texture() | Texture sampling | | textureCube() | texture() | Cube texture sampling |
Uniform Update Pattern
// At creation
const material = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0.0 },
uResolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
uMouse: { value: new THREE.Vector2() },
},
vertexShader: '...',
fragmentShader: '...',
});
// In animation loop -- update the .value property directly
function animate() {
material.uniforms.uTime.value = performance.now() / 1000;
material.uniforms.uMouse.value.set(mouseX, mouseY);
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
NEVER replace the uniform object itself (e.g., material.uniforms.uTime = { value: 5 }). ALWAYS mutate the existing .value property. Replacing the object breaks the internal reference.
Reference Links
- [references/methods.md](references/methods.md) -- Complete API signatures
- [references/examples.md](references/examples.md) -- Working code examples
- [references/anti-patterns.md](references/anti-patterns.md) -- What NOT to do
Official Sources
- https://threejs.org/docs/#api/en/materials/ShaderMaterial
- https://threejs.org/docs/#api/en/materials/RawShaderMaterial
- https://threejs.org/docs/#api/en/renderers/shaders/ShaderChunk
- https://threejs.org/docs/#api/en/renderers/shaders/UniformsLib
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: Impertio-Studio
- Source: Impertio-Studio/Three.js-Claude-Skill-Package
- License: MIT
- Homepage: https://threejs.org/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.