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@triforge/shader-core

v0.4.2

Published

GLSL shader library for Three.js with Blender workflow

Readme

@st-shader-core

GLSL shader library for Three.js with a Blender-inspired workflow.

Installation

npm install @st-shader-core three

Quick Start

import { perlinNoise, colorRamp } from '@st-shader-core'
import * as THREE from 'three'

const noiseShader = perlinNoise('vUv', { scale: 2.0 })
const colorShader = colorRamp('noiseValue', ['#000000', '#00aaff', '#ffffff'])

const material = new THREE.ShaderMaterial({
  uniforms: { ...noiseShader.uniforms, ...colorShader.uniforms },
  vertexShader: `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    varying vec2 vUv;
    ${noiseShader.glsl}
    ${colorShader.glsl}
    void main() {
      gl_FragColor = vec4(rampColor, 1.0);
    }
  `
})

API

Noise Functions

perlinNoise(uv, options?): ShaderOutput

Smooth gradient noise — equivalent to Blender's Noise Texture node.

perlinNoise('vUv', { scale: 2.0, seed: 42 })
// Outputs: float noiseValue

voronoiNoise(uv, options?): ShaderOutput

Cellular / Worley noise — equivalent to Blender's Voronoi Texture node.

voronoiNoise('vUv', { scale: 3.0 })
// Outputs: float voronoiValue

Color Functions

colorRamp(value, colors?): ShaderOutput

Maps a float value to a color gradient — equivalent to Blender's ColorRamp node.

colorRamp('noiseValue', ['#000000', '#ff6600', '#ffffff'])
// Outputs: vec3 rampColor

principalBSDF(baseColor, roughness?, metallic?): ShaderOutput

Simplified PBR shading — equivalent to Blender's Principled BSDF node.

principalBSDF('rampColor', '0.3', '0.8')
// Outputs: vec3 bsdf

ShaderOutput type

type ShaderOutput = {
  glsl: string                      // GLSL code to inject
  type: 'float' | 'vec2' | 'vec3' | 'vec4'
  uniforms?: Record<string, unknown> // Spread into ShaderMaterial uniforms
}

License

MIT