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ZIP herunterladen Herunterladen... Mehr aus diesem Repository Generate MiniMax H3 (Hailuo 3.0) video through the official MiniMax v2 API, fal.ai, Runway, ComfyUI Partner Nodes, or local open weights in ComfyUI. Use for 4-15 second 2K clips, first/last-frame animation, and image/video/audio reference-conditioned video.
Generate 4-30 second cinematic video with ByteDance Seedance 2.5 through fal.ai, Volcengine Ark, Runway, or ComfyUI Partner Nodes. Use for long single generations, synchronized audio, and large multimodal reference sets (up to 30 images, 10 videos, and 10 audio clips).
Use when working with ComfyUI workflows in OpenMontage, including comfyui_image/comfyui_video/comfyui_music, custom workflow_json/workflow_path inputs, output_node selection, missing model setup, LoRAs, low-VRAM workflow choices, and community workflow imports.
Verwandte Berufe SOC
Basierend auf der SOC-Berufsklassifikation
name threejs-shaders description Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.
Three.js Shaders
Quick Start
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);
}
` ,
});
material.uniforms .time .value = clock.getElapsedTime ();
ShaderMaterial vs RawShaderMaterial
ShaderMaterial
Three.js provides built-in uniforms and attributes.
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.
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 const material = new THREE .ShaderMaterial ({
uniforms : {
floatValue : { value : 1.5 },
intValue : { value : 1 },
vec2Value : { value : new THREE .Vector2 (1 , 2 ) },
vec3Value : { value : new THREE .Vector3 (1 , 2 , 3 ) },
vec4Value : { value : new THREE .Vector4 (1 , 2 , 3 , 4 ) },
colorValue : { value : new THREE .Color (0xff0000 ) },
mat3Value : { value : new THREE .Matrix3 () },
mat4Value : { value : new THREE .Matrix4 () },
textureValue : { value : texture },
cubeTextureValue : { value : cubeTexture },
floatArray : { value : [1.0 , 2.0 , 3.0 ] },
vec3Array : {
value : [new THREE .Vector3 (1 , 0 , 0 ), new THREE .Vector3 (0 , 1 , 0 )],
},
},
});
GLSL Declarations // 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
material.uniforms .time .value = clock.getElapsedTime ();
material.uniforms .position .value .set (x, y, z);
material.uniforms .color .value .setHSL (hue, 1 , 0.5 );
material.uniforms .matrix .value .copy (mesh.matrixWorld );
Varyings Pass data from vertex to fragment shader.
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 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 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 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 // 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 // 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 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 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.
const material = new THREE .MeshStandardMaterial ({ color : 0x00ff00 });
material.onBeforeCompile = (shader ) => {
shader.uniforms .time = { value : 0 };
material.userData .shader = shader;
shader.vertexShader = shader.vertexShader .replace (
"#include <begin_vertex>" ,
`
#include <begin_vertex>
transformed.y += sin(position.x * 10.0 + time) * 0.1;
` ,
);
shader.vertexShader = "uniform float time;\n" + shader.vertexShader ;
};
if (material.userData .shader ) {
material.userData .shader .uniforms .time .value = clock.getElapsedTime ();
}
Common Injection Points
"#include <begin_vertex>" ;
"#include <project_vertex>" ;
"#include <beginnormal_vertex>" ;
"#include <color_fragment>" ;
"#include <output_fragment>" ;
"#include <fog_fragment>" ;
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)
radians(degrees), degrees(radians)
// Exponential
pow(x, y), exp(x), log(x), exp2(x), log2(x)
sqrt(x), inversesqrt(x)
Vector Functions // 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 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 const material = new THREE .ShaderMaterial ({
uniforms : {
},
vertexShader : "/* ... */" ,
fragmentShader : "/* ... */" ,
transparent : true ,
opacity : 1.0 ,
side : THREE .DoubleSide ,
depthTest : true ,
depthWrite : true ,
blending : THREE .NormalBlending ,
wireframe : false ,
wireframeLinewidth : 1 ,
extensions : {
derivatives : true ,
fragDepth : true ,
drawBuffers : true ,
shaderTextureLOD : true ,
},
glslVersion : THREE .GLSL3 ,
});
Shader Includes
Using Three.js Shader Chunks 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
import vertexShader from "./shaders/vertex.glsl" ;
import fragmentShader from "./shaders/fragment.glsl" ;
const material = new THREE .ShaderMaterial ({
vertexShader,
fragmentShader,
});
Instanced Shaders
const offsets = new Float32Array (instanceCount * 3 );
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
material.onBeforeCompile = (shader ) => {
console .log ("Vertex Shader:" , shader.vertexShader );
console .log ("Fragment Shader:" , shader.fragmentShader );
};
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);
}
` ;
renderer.debug .checkShaderErrors = true ;
Performance Tips
Minimize uniforms : Group related values into vectors
Avoid conditionals : Use mix/step instead of if/else
Precalculate : Move calculations to JS when possible
Use textures : For complex functions, use lookup tables
Limit overdraw : Avoid transparent objects when possible
// 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