r3f-shaders
React Three Fiber 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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What does this agent skill do?
React Three Fiber Shaders
Quick Start
import { Canvas, useFrame, extend } from '@react-three/fiber'
import { shaderMaterial } from '@react-three/drei'
import { useRef } from 'react'
import * as THREE from 'three'
// Create custom shader material
const ColorShiftMaterial = shaderMaterial(
// Uniforms
{ time: 0, color: new THREE.Color(0.2, 0.0, 0.1) },
// Vertex shader
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
// Fragment shader
`
uniform float time;
uniform vec3 color;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(vUv.x + sin(time), vUv.y + cos(time), color.b, 1.0);
}
`
)
// Extend so it can be used as JSX
extend({ ColorShiftMaterial })
function ShaderMesh() {
const materialRef = useRef()
useFrame(({ clock }) => {
materialRef.current.time = clock.elapsedTime
})
return (
<mesh>
<planeGeometry args={[2, 2]} />
{/* key={Material.key} enables HMR for shader development */}
<colorShiftMaterial ref={materialRef} key={ColorShiftMaterial.key} />
</mesh>
)
}
export default function App() {
return (
<Canvas>
<ShaderMesh />
</Canvas>
)
}
shaderMaterial (Drei)
The recommended way to create shader materials in R3F.
Basic Pattern
import { shaderMaterial } from '@react-three/drei'
import { extend } from '@react-three/fiber'
import * as THREE from 'three'
// 1. Define the material
const MyShaderMaterial = shaderMaterial(
// Uniforms object
{
time: 0,
color: new THREE.Color(1, 0, 0),
opacity: 1,
map: null,
},
// Vertex shader (GLSL)
`
varying vec2 vUv;
varying vec3 vPosition;
void main() {
vUv = uv;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
// Fragment shader (GLSL)
`
uniform float time;
uniform vec3 color;
uniform float opacity;
uniform sampler2D map;
varying vec2 vUv;
void main() {
vec4 texColor = texture2D(map, vUv);
gl_FragColor = vec4(color * texColor.rgb, opacity);
}
`
)
// 2. Extend R3F
extend({ MyShaderMaterial })
// 3. Use in component
function MyMesh() {
const materialRef = useRef()
useFrame(({ clock }) => {
materialRef.current.time = clock.elapsedTime
})
return (
<mesh>
<boxGeometry />
{/* key prop enables Hot Module Replacement during development */}
<myShaderMaterial
ref={materialRef}
key={MyShaderMaterial.key}
color="hotpink"
transparent
opacity={0.8}
/>
</mesh>
)
}
Hot Module Replacement (HMR)
The key prop on shaderMaterial enables live shader editing without page refresh:
const MyMaterial = shaderMaterial(
{ time: 0 },
vertexShader,
fragmentShader
)
extend({ MyMaterial })
// MyMaterial.key changes when shader code changes
<myMaterial key={MyMaterial.key} />
When you edit shader code, the material automatically updates. Without key, you'd need to refresh the page to see changes.
TypeScript Support
import { shaderMaterial } from '@react-three/drei'
import { extend, Object3DNode } from '@react-three/fiber'
import * as THREE from 'three'
// Define uniform types
type WaveMaterialUniforms = {
time: number
amplitude: number
color: THREE.Color
}
const WaveMaterial = shaderMaterial(
{
time: 0,
amplitude: 0.5,
color: new THREE.Color('hotpink'),
} as WaveMaterialUniforms,
// vertex shader
`...`,
// fragment shader
`...`
)
// Extend with proper types
extend({ WaveMaterial })
// Declare for TypeScript
declare module '@react-three/fiber' {
interface ThreeElements {
waveMaterial: Object3DNode<
typeof WaveMaterial & THREE.ShaderMaterial,
typeof WaveMaterial
>
}
}
Raw THREE.ShaderMaterial
For full control without Drei helper.
import { useFrame } from '@react-three/fiber'
import { useMemo, useRef } from 'react'
import * as THREE from 'three'
function CustomShaderMesh() {
const materialRef = useRef()
const shaderMaterial = useMemo(() => {
return new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
color: { value: new THREE.Color('cyan') },
resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float time;
uniform vec3 color;
uniform vec2 resolution;
varying vec2 vUv;
void main() {
vec2 st = gl_FragCoord.xy / resolution;
float pattern = sin(st.x * 20.0 + time) * sin(st.y * 20.0 + time);
gl_FragColor = vec4(color * pattern, 1.0);
}
`,
side: THREE.DoubleSide,
transparent: true,
})
}, [])
useFrame(({ clock }) => {
shaderMaterial.uniforms.time.value = clock.elapsedTime
})
return (
<mesh material={shaderMaterial}>
<planeGeometry args={[4, 4, 32, 32]} />
</mesh>
)
}
Uniforms
Common Uniform Types
const MyMaterial = shaderMaterial(
{
// Numbers
time: 0,
intensity: 1.5,
// Vectors
resolution: new THREE.Vector2(1920, 1080),
lightPosition: new THREE.Vector3(5, 10, 5),
bounds: new THREE.Vector4(0, 0, 1, 1),
// Color (becomes vec3)
color: new THREE.Color('#ff0000'),
// Matrices
customMatrix: new THREE.Matrix4(),
// Textures
map: null, // sampler2D
cubeMap: null, // samplerCube
// Arrays
positions: [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()],
},
vertexShader,
fragmentShader
)
GLSL Declarations
// In shader code
uniform float time;
uniform float intensity;
uniform vec2 resolution;
uniform vec3 lightPosition;
uniform vec3 color; // THREE.Color becomes vec3
uniform vec4 bounds;
uniform mat4 customMatrix;
uniform sampler2D map;
uniform samplerCube cubeMap;
uniform vec3 positions[3];
Updating Uniforms
function AnimatedShader() {
const materialRef = useRef()
useFrame(({ clock, mouse, viewport }) => {
// Direct value update
materialRef.current.time = clock.elapsedTime
// Vector update
materialRef.current.resolution.set(viewport.width, viewport.height)
// Color update
materialRef.current.color.setHSL((clock.elapsedTime * 0.1) % 1, 1, 0.5)
// Or via uniforms object (for THREE.ShaderMaterial)
// materialRef.current.uniforms.time.value = clock.elapsedTime
})
return (
<mesh>
<boxGeometry />
<myShaderMaterial ref={materialRef} />
</mesh>
)
}
Varyings
Pass data from vertex to fragment shader.
// Vertex shader
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 vWorldPosition;
void main() {
vUv = uv;
vNormal = normalize(normalMatrix * normal);
vPosition = position;
vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// Fragment shader
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 vWorldPosition;
void main() {
// Use interpolated values
gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);
}
Common Shader Patterns
Texture Sampling
import { useTexture } from '@react-three/drei'
function TexturedShaderMesh() {
const texture = useTexture('/textures/color.jpg')
const materialRef = useRef()
return (
<mesh>
<planeGeometry args={[2, 2]} />
<myShaderMaterial ref={materialRef} map={texture} />
</mesh>
)
}
// Shader
const TextureMaterial = shaderMaterial(
{ map: null },
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
`
uniform sampler2D map;
varying vec2 vUv;
void main() {
vec4 texColor = texture2D(map, vUv);
gl_FragColor = texColor;
}
`
)
Vertex Displacement
const WaveMaterial = shaderMaterial(
{ time: 0, amplitude: 0.5, frequency: 2.0 },
`
uniform float time;
uniform float amplitude;
uniform float frequency;
varying vec2 vUv;
void main() {
vUv = uv;
vec3 pos = position;
// Wave displacement
pos.z += sin(pos.x * frequency + time) * amplitude;
pos.z += sin(pos.y * frequency + time) * amplitude;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
`
varying vec2 vUv;
void main() {
gl_FragColor = vec4(vUv, 1.0, 1.0);
}
`
)
extend({ WaveMaterial })
function WavePlane() {
const ref = useRef()
useFrame(({ clock }) => {
ref.current.time = clock.elapsedTime
})
return (
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry args={[10, 10, 64, 64]} />
<waveMaterial ref={ref} />
</mesh>
)
}
Fresnel Effect
const FresnelMaterial = shaderMaterial(
{ fresnelColor: new THREE.Color('cyan'), baseColor: new THREE.Color('navy') },
`
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);
}
`,
`
uniform vec3 fresnelColor;
uniform vec3 baseColor;
varying vec3 vNormal;
varying vec3 vWorldPosition;
void main() {
vec3 viewDirection = normalize(cameraPosition - vWorldPosition);
float fresnel = pow(1.0 - dot(viewDirection, vNormal), 3.0);
gl_FragColor = vec4(mix(baseColor, fresnelColor, fresnel), 1.0);
}
`
)
Noise Functions
// Simple random
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;
}
// FBM (Fractal Brownian Motion)
float fbm(vec2 st) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < 5; i++) {
value += amplitude * noise(st);
st *= 2.0;
amplitude *= 0.5;
}
return value;
}
Gradient
// Linear gradient
vec3 gradient = mix(colorA, colorB, vUv.y);
// Radial gradient
float dist = distance(vUv, vec2(0.5));
vec3 radial = mix(centerColor, edgeColor, dist * 2.0);
// Smooth gradient
float t = smoothstep(0.0, 1.0, vUv.y);
vec3 smooth = mix(colorA, colorB, t);
Dissolve Effect
const DissolveMaterial = shaderMaterial(
{ progress: 0, noiseScale: 10.0, edgeColor: new THREE.Color('orange') },
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
`
uniform float progress;
uniform float noiseScale;
uniform vec3 edgeColor;
varying vec2 vUv;
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
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;
}
void main() {
float n = noise(vUv * noiseScale);
if (n < progress) {
discard;
}
float edge = smoothstep(progress, progress + 0.1, n);
vec3 baseColor = vec3(0.5);
gl_FragColor = vec4(mix(edgeColor, baseColor, edge), 1.0);
}
`
)
Extending Built-in Materials
onBeforeCompile
Modify existing material shaders.
import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'
function ModifiedStandardMaterial() {
const materialRef = useRef()
const shaderRef = useRef()
useEffect(() => {
if (materialRef.current) {
materialRef.current.onBeforeCompile = (shader) => {
// Add custom uniform
shader.uniforms.time = { value: 0 }
shaderRef.current = shader
// Add uniform declaration
shader.vertexShader = 'uniform float time;\n' + shader.vertexShader
// Modify vertex shader
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
#include <begin_vertex>
transformed.y += sin(position.x * 10.0 + time) * 0.1;
`
)
}
}
}, [])
useFrame(({ clock }) => {
if (shaderRef.current) {
shaderRef.current.uniforms.time.value = clock.elapsedTime
}
})
return (
<mesh>
<planeGeometry args={[5, 5, 32, 32]} />
<meshStandardMaterial ref={materialRef} color="green" />
</mesh>
)
}
Common Injection Points
// 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
// 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)
// Exponential
pow(x, y), exp(x), log(x), sqrt(x)
Vector Functions
length(v), distance(p0, p1), dot(x, y), cross(x, y)
normalize(v), reflect(I, N), refract(I, N, eta)
Instanced Shaders
import { useRef, useMemo } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'
function InstancedShaderMesh({ count = 1000 }) {
const meshRef = useRef()
// Create instance attributes
const { offsets, colors } = useMemo(() => {
const offsets = new Float32Array(count * 3)
const colors = new Float32Array(count * 3)
for (let i = 0; i < count; i++) {
offsets[i * 3] = (Math.random() - 0.5) * 20
offsets[i * 3 + 1] = (Math.random() - 0.5) * 20
offsets[i * 3 + 2] = (Math.random() - 0.5) * 20
colors[i * 3] = Math.random()
colors[i * 3 + 1] = Math.random()
colors[i * 3 + 2] = Math.random()
}
return { offsets, colors }
}, [count])
const shaderMaterial = useMemo(() => {
return new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 }
},
vertexShader: `
attribute vec3 offset;
attribute vec3 instanceColor;
varying vec3 vColor;
void main() {
vColor = instanceColor;
vec3 pos = position + offset;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
varying vec3 vColor;
void main() {
gl_FragColor = vec4(vColor, 1.0);
}
`
})
}, [])
useFrame(({ clock }) => {
shaderMaterial.uniforms.time.value = clock.elapsedTime
})
return (
<instancedMesh ref={meshRef} args={[null, null, count]} material={shaderMaterial}>
<boxGeometry args={[0.5, 0.5, 0.5]}>
<instancedBufferAttribute attach="attributes-offset" args={[offsets, 3]} />
<instancedBufferAttribute attach="attributes-instanceColor" args={[colors, 3]} />
</boxGeometry>
</instancedMesh>
)
}
External Shader Files
With Vite/Webpack
// shaders/vertex.glsl
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// shaders/fragment.glsl
uniform float time;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(vUv, sin(time), 1.0);
}
// Component.tsx
import vertexShader from './shaders/vertex.glsl?raw'
import fragmentShader from './shaders/fragment.glsl?raw'
const MyMaterial = shaderMaterial(
{ time: 0 },
vertexShader,
fragmentShader
)
Vite Config for GLSL
// vite.config.js
import glsl from 'vite-plugin-glsl'
export default {
plugins: [glsl()]
}
Material Properties
<myShaderMaterial
// Rendering
transparent={true}
opacity={1.0}
side={THREE.DoubleSide}
depthTest={true}
depthWrite={true}
// Blending
blending={THREE.NormalBlending}
// NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending
// Wireframe
wireframe={false}
// Custom uniforms
time={0}
color="hotpink"
/>
Debugging Shaders
function DebugShaderMesh() {
const materialRef = useRef()
useEffect(() => {
// Log compiled shaders
if (materialRef.current) {
console.log('Vertex:', materialRef.current.vertexShader)
console.log('Fragment:', materialRef.current.fragmentShader)
}
}, [])
return (
<mesh>
<boxGeometry />
{/* Debug with visual output */}
<shaderMaterial
ref={materialRef}
fragmentShader={`
varying vec2 vUv;
void main() {
// Debug UV
gl_FragColor = vec4(vUv, 0.0, 1.0);
// Debug normals (in vertex: vNormal = normal)
// gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);
}
`}
vertexShader={`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`}
/>
</mesh>
)
}
Performance Tips
- Minimize uniforms: Group related values into vectors
- Avoid conditionals: Use
mix/stepinstead ofif/else - Precalculate in JS: Move static calculations out of shaders
- Use textures for lookup: Complex functions as texture lookups
- Limit overdraw: Avoid unnecessary transparent objects
// Instead of:
if (value > 0.5) {
color = colorA;
} else {
color = colorB;
}
// Use:
color = mix(colorB, colorA, step(0.5, value));
See Also
r3f-materials- Built-in material typesr3f-postprocessing- Full-screen shader effectsr3f-textures- Texture sampling in shaders
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