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@basementstudio/shader-lab

v1.2.3

Published

Portable React runtime for Shader Lab exports.

Downloads

709

Readme

@basementstudio/shader-lab

@basementstudio/shader-lab is a portable React runtime for Shader Lab compositions exported from the editor.

It supports three main use cases:

  • Render a composition directly in React
  • Use a composition as a texture in your own scene
  • Use Shader Lab effect layers as postprocessing over your own scene

Install

npm install @basementstudio/shader-lab three
bun add @basementstudio/shader-lab three

Peer Dependencies

  • react
  • react-dom
  • three

Requirements

  • The runtime requires WebGPU support in the browser
  • ShaderLabComposition and the hooks in this package are client-side APIs
  • Media layers expect accessible asset URLs in layer.asset.src
  • Composition texture output is canvas-backed and can be consumed by WebGL or WebGPU host scenes
  • Postprocessing must run on the same WebGPURenderer as the scene texture you pass in

Supported effect layers include ASCII, CRT, directional blur, dithering, halftone, ink, particle grid, pattern, pixelation, pixel sorting, posterize, slice, edge detect, displacement map, and chromatic aberration.

API Overview

High-level API

  • ShaderLabComposition
  • useShaderLab

Advanced APIs

  • useShaderLabCanvasSource
  • useShaderLabPostProcessingSource
  • useShaderLabTextureSource
  • ShaderLabCanvasSource
  • ShaderLabPostProcessingSource
  • ShaderLabTextureSource

Use useShaderLab unless you specifically need manual timing or lifecycle control.

1. Render a Composition

"use client"

import {
  ShaderLabComposition,
  type ShaderLabConfig,
} from "@basementstudio/shader-lab"

const config: ShaderLabConfig = {
  composition: {
    width: 1512,
    height: 909,
  },
  layers: [],
  timeline: {
    duration: 6,
    loop: true,
    tracks: [],
  },
}

export default function Example() {
  return (
    <div style={{ width: "100%", maxWidth: 1200 }}>
      <ShaderLabComposition config={config} />
    </div>
  )
}

Handle runtime errors:

<ShaderLabComposition
  config={config}
  onRuntimeError={(message) => {
    console.error(message)
  }}
/>

2. Use a Composition as a Texture

useShaderLab can manage the runtime and return a ready-to-use THREE.CanvasTexture.

"use client"

import {
  useShaderLab,
  type ShaderLabConfig,
} from "@basementstudio/shader-lab"
import { OrbitControls, PerspectiveCamera } from "@react-three/drei"
import { Canvas, useFrame } from "@react-three/fiber"
import { useMemo, useRef } from "react"
import * as THREE from "three"
import { WebGPURenderer } from "three/webgpu"

function Scene({ config }: { config: ShaderLabConfig }) {
  const { texture } = useShaderLab(config, {
    width: 1024,
    height: 1024,
  })

  const material = useMemo(
    () => new THREE.MeshBasicMaterial({ color: 0xffffff }),
    []
  )
  const meshRef = useRef<THREE.Mesh | null>(null)

  useFrame((_, delta) => {
    if (meshRef.current) {
      meshRef.current.rotation.y += delta * 0.3
    }

    if (texture) {
      texture.needsUpdate = true
      material.map = texture
      material.needsUpdate = true
    }
  })

  return (
    <>
      <color attach="background" args={["#0a0a0a"]} />
      <PerspectiveCamera makeDefault fov={50} position={[0, 0, 4]} />
      <mesh ref={meshRef} material={material}>
        <sphereGeometry args={[1, 64, 64]} />
      </mesh>
      <OrbitControls enableDamping />
    </>
  )
}

export function TexturedExample({ config }: { config: ShaderLabConfig }) {
  return (
    <Canvas
      gl={async (props) => {
        const renderer = new WebGPURenderer(
          props as ConstructorParameters<typeof WebGPURenderer>[0]
        )
        await renderer.init()
        return renderer
      }}
    >
      <Scene config={config} />
    </Canvas>
  )
}

Texture Notes

  • texture is backed by the package's internal output canvas
  • canvas is also available from useShaderLab if you want to integrate at the raw canvas level
  • The runtime updates the composition for you internally
  • This texture path is portable across WebGL and WebGPU host scenes because the package output is canvas-backed

3. Use Shader Lab as Postprocessing

For postprocessing, useShaderLab exposes a postprocessing handle.

You render your scene into a texture, then hand that texture to Shader Lab.

"use client"

import {
  useShaderLab,
  type ShaderLabConfig,
} from "@basementstudio/shader-lab"
import { Canvas, useFrame, useThree } from "@react-three/fiber"
import { PerspectiveCamera } from "@react-three/drei"
import { createPortal } from "@react-three/fiber"
import { useEffect, useMemo, useRef } from "react"
import * as THREE from "three"
import { float, texture as tslTexture, uv, vec2 } from "three/tsl"
import { MeshBasicNodeMaterial, WebGPURenderer } from "three/webgpu"

function PostProcessedScene({ config }: { config: ShaderLabConfig }) {
  const { gl, scene, size } = useThree()
  const renderer = gl as unknown as WebGPURenderer
  const cameraRef = useRef<THREE.PerspectiveCamera | null>(null)
  const sceneTargetRef = useRef<THREE.WebGLRenderTarget | null>(null)

  const { postprocessing } = useShaderLab(config, {
    renderer,
    width: size.width,
    height: size.height,
  })

  const presentScene = useMemo(() => new THREE.Scene(), [])
  const presentCamera = useMemo(
    () => new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1),
    []
  )
  const presentTextureNode = useMemo(() => {
    const sampleUv = vec2(uv().x, float(1).sub(uv().y))
    return tslTexture(new THREE.Texture(), sampleUv)
  }, [])
  const presentMaterial = useMemo(() => {
    const material = new MeshBasicNodeMaterial()
    material.colorNode = presentTextureNode.rgb
    return material
  }, [presentTextureNode])

  useEffect(() => {
    const target = new THREE.WebGLRenderTarget(size.width, size.height)
    sceneTargetRef.current = target

    return () => {
      sceneTargetRef.current = null
      target.dispose()
    }
  }, [size.height, size.width])

  useEffect(() => {
    sceneTargetRef.current?.setSize(size.width, size.height)
    postprocessing.resize(size.width, size.height)
  }, [postprocessing, size.height, size.width])

  useFrame((state, delta) => {
    const target = sceneTargetRef.current
    const camera = cameraRef.current
    if (!(target && camera && postprocessing.ready)) return

    renderer.setRenderTarget(target)
    renderer.render(scene, camera)

    const output = postprocessing.render(
      target.texture,
      state.clock.elapsedTime,
      delta
    )

    if (output) {
      presentTextureNode.value = output
    }

    renderer.setRenderTarget(null)
    renderer.render(presentScene, presentCamera)
  }, 1)

  return (
    <>
      <PerspectiveCamera ref={cameraRef} makeDefault position={[0, 2, 5]} />

      <mesh position={[-1.2, 0, 0]}>
        <boxGeometry args={[1.4, 1.4, 1.4]} />
        <meshStandardMaterial color="#e74c3c" />
      </mesh>

      <mesh position={[1.2, 0, 0]}>
        <sphereGeometry args={[0.8, 32, 32]} />
        <meshStandardMaterial color="#3498db" />
      </mesh>

      {createPortal(
        <mesh frustumCulled={false}>
          <planeGeometry args={[2, 2]} />
          <primitive attach="material" object={presentMaterial} />
        </mesh>,
        presentScene
      )}
    </>
  )
}

export function PostProcessingExample({
  config,
}: {
  config: ShaderLabConfig
}) {
  return (
    <Canvas
      gl={async (props) => {
        const renderer = new WebGPURenderer(
          props as ConstructorParameters<typeof WebGPURenderer>[0]
        )
        await renderer.init()
        return renderer
      }}
    >
      <PostProcessedScene config={config} />
    </Canvas>
  )
}

Postprocessing Notes

  • Postprocessing is same-renderer only
  • Pass your scene texture from the same WebGPURenderer you gave to useShaderLab
  • WebGL host renderers are not supported for postprocessing
  • Effect-only Shader Lab configs are the most natural fit here
  • postprocessing.texture always points to the latest output texture

useShaderLab

const { canvas, ready, texture, postprocessing } = useShaderLab(config, options)

Options

| Option | Description | | --- | --- | | width | Output width for the internal runtime | | height | Output height for the internal runtime | | pixelRatio | Optional pixel ratio override | | canvas | Optional existing canvas to render the composition into | | renderer | Optional shared WebGPURenderer used for postprocessing |

Return Value

| Field | Description | | --- | --- | | canvas | Internal output canvas | | ready | true when the managed texture path is initialized | | texture | Managed THREE.CanvasTexture backed by the runtime canvas | | postprocessing | Handle for same-renderer postprocessing |

postprocessing

| Field | Description | | --- | --- | | ready | true when the postprocessing source is initialized | | texture | Latest processed output texture | | resize(width, height, pixelRatio?) | Resize the runtime targets | | render(inputTexture, time, delta) | Render Shader Lab effects into an output texture |

Advanced APIs

These APIs are available when you want more direct control over timing, resize behavior, or object lifecycle.

Use them when:

  • You already have your own render loop and want to drive updates manually
  • You want the raw output canvas instead of a managed CanvasTexture
  • You want to own the full postprocessing pipeline yourself
  • You need to use the runtime outside React (but still in a browser/client runtime)

Hooks

  • useShaderLabCanvasSource
  • useShaderLabPostProcessingSource
  • useShaderLabTextureSource
  • useShaderLabTexture

useShaderLabCanvasSource

Use this when you want the raw canvas and manual timing.

const { canvas, ready, resize, update } = useShaderLabCanvasSource(config, {
  width: 1024,
  height: 1024,
})

useFrame((state, delta) => {
  if (!ready) return
  update(state.clock.elapsedTime, delta)
})

This is useful when:

  • You want to create your own THREE.CanvasTexture
  • You want to feed the canvas into some other pipeline
  • You want to decide exactly when the composition updates

useShaderLabPostProcessingSource

Use this when you want to control the full scene-to-texture-to-screen flow yourself.

const { ready, error, resize, texture, update } =
  useShaderLabPostProcessingSource(effectConfig, {
    renderer,
    width: size.width,
    height: size.height,
  })

useFrame((state, delta) => {
  if (!(ready && sceneTarget)) return

  renderer.setRenderTarget(sceneTarget)
  renderer.render(scene, camera)

  const output = update(
    sceneTarget.texture,
    state.clock.elapsedTime,
    delta
  )

  renderer.setRenderTarget(null)
  // present(output)
})

This is useful when:

  • You already have your own render targets
  • You want to decide how the final output is presented
  • You need lower-level access than useShaderLab().postprocessing

useShaderLabTextureSource

This exposes the lower-level internal texture source.

Use it only if you specifically want that internal texture path and understand the renderer constraints. For most cases, useShaderLab or useShaderLabCanvasSource is the better choice.

Classes

  • ShaderLabCanvasSource
  • ShaderLabPostProcessingSource
  • ShaderLabTextureSource

The class APIs are the non-React equivalents of the hooks.

Typical flow:

const source = new ShaderLabCanvasSource(config, {
  width: 1024,
  height: 1024,
})

await source.initialize()
source.update(time, delta)
source.resize(width, height)
source.dispose()

Use the classes when:

  • You are outside React
  • You want full manual lifecycle control
  • You are integrating Shader Lab into a custom runtime or framework

Included Runtime Support

  • Gradient
  • Text
  • Custom shader
  • Image and video sources
  • Live camera input
  • ASCII
  • Pattern
  • Ink
  • Halftone
  • Dithering
  • CRT
  • Particle grid
  • Pixel sorting

Utility Exports

  • createRuntimeClock
  • advanceRuntimeClock
  • buildRuntimeFrame
  • evaluateTimelineForLayers
  • resolveEvaluatedLayers
  • Runtime config and timeline types

Notes

  • ShaderLabComposition preserves the exported aspect ratio and fills its container width
  • useShaderLab is the recommended entry point for most app integrations
  • If you only need direct composition rendering in the DOM, use ShaderLabComposition
  • If you need full manual control, use the lower-level source APIs
  • Texture output is portable because it is backed by a managed canvas
  • Postprocessing currently requires a shared THREE.WebGPURenderer
  • If you use React Three Fiber with [email protected], you may see a THREE.Clock deprecation warning from @react-three/fiber; that warning is upstream and not emitted by this package

Links