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r3f-shaders

Included with Lifetime
$97 forever

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.

Web Dev

What this skill does


# React Three Fiber Shaders

## Quick Start

```tsx
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

```tsx
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:

```tsx
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

```tsx
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.

```tsx
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

```tsx
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

```glsl
// 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

```tsx
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.

```glsl
// 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

```tsx
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() {
      v
Files: 1
Size: 18.6 KB
Complexity: 22/100
Category: Web Dev

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