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three-msdf-text-utils

v1.4.1

Published

Utility classes for text rendering in Three.js using MSDF (multi-channel signed distance fields) and bitmap fonts. Includes geometry with rich attributes for animations and WebGPU support.

Downloads

948

Readme

Three MSDF Text

npm downloads

Featured on Three.js Resources

Text rendering utilities for Three.js using MSDF (multi-channel signed distance fields) and bitmap fonts. Provides crisp text at any scale with support for WebGL and WebGPU.

Forked from three-bmfont-text.

Features

  • Refacto to ES6
  • Remove deprecated dependencies
  • Rich geometry attributes for text animations (letter index, word index, line index, layout UVs...)
  • WebGPU support via MSDFTextNodeMaterial
  • Compatible with Three.js FontLoader
  • Runtime MSDF atlas generation from TTF fonts

Demo

Getting Font Assets

MSDF text rendering requires two assets: bitmap font data (glyph metrics) and an MSDF atlas texture. You can either pre-generate these at build time or generate them at runtime in the browser.

Option 1: Pre-generated Assets (Recommended for Production)

Pre-generating assets gives you full control over quality and reduces runtime overhead.

Tools:

Option 2: Runtime Generation with generateMSDF

Generate MSDF assets directly in the browser from any TTF font file. This approach is convenient for dynamic font loading or when you want to support user-uploaded fonts.

Setup:

Download the required WebAssembly files and place them in your public folder:

Usage:

import { MSDFTextGeometry, MSDFTextMaterial, generateMSDF } from "three-msdf-text-utils";
import * as THREE from "three";

generateMSDF('./fonts/roboto.ttf', {
    workerUrl: '/msdfgen/worker.bundled.js',
    wasmUrl: '/msdfgen/msdfgen.wasm',
}).then(({ font, atlas }) => {
    const geometry = new MSDFTextGeometry({
        text: "Hello World",
        font: font.data,
    });

    const material = new MSDFTextMaterial();
    material.uniforms.uMap.value = atlas;

    const mesh = new THREE.Mesh(geometry, material);
    scene.add(mesh);
}).catch((error) => {
    console.error('Font generation failed:', error);
});

See the live demo and source code for a complete example with font switching.

Installation

npm install three-msdf-text-utils

Usage

import { MSDFTextGeometry, MSDFTextMaterial } from "three-msdf-text-utils";
import { FontLoader } from 'three/examples/jsm/loaders/FontLoader.js';
import * as THREE from 'three';

Promise.all([
    loadFontAtlas("./fonts/roboto/roboto-regular.png"),
    loadFont("./fonts/roboto/roboto-regular.fnt"),
]).then(([atlas, font]) => {
    const geometry = new MSDFTextGeometry({
        text: "Hello World",
        font: font.data,
    });

    const material = new MSDFTextMaterial();
    material.uniforms.uMap.value = atlas;

    const mesh = new THREE.Mesh(geometry, material);
});

function loadFontAtlas(path) {
    const promise = new Promise((resolve, reject) => {
        const loader = new THREE.TextureLoader();
        loader.load(path, resolve);
    });

    return promise;
}

function loadFont(path) {
    const promise = new Promise((resolve, reject) => {
        const loader = new FontLoader();
        loader.load(path, resolve);
    });

    return promise;
}

References

MSDFTextGeometry

const geometry = new MSDFTextGeometry(options);

Options can be an object, or a String – equivalent to { text: str }.

Three.js-specific Options

  • flipY (boolean): whether the texture will be Y-flipped (default: true)
  • multipage (boolean): whether to construct this geometry with an extra buffer containing page IDs. This is necessary for multi-texture fonts (default: false)

Layout Options

  • font (required) - the BMFont definition which holds chars, kernings, etc
  • text (string) - the text to layout. Newline characters (\n) will cause line breaks
  • width (number) - the desired width of the text box, causes word-wrapping and clipping in "pre" mode. Leave as undefined to remove word-wrapping (default behaviour)
  • mode (string) - a mode for word-wrapper; can be 'pre' (maintain spacing), or 'nowrap' (collapse whitespace but only break on newline characters), otherwise assumes normal word-wrap behaviour (collapse whitespace, break at width or newlines)
  • align (string) - can be 'left', 'center' or 'right' (default: 'left')
  • letterSpacing (number) - the letter spacing in pixels (default: 0)
  • lineHeight (number) - the line height in pixels (default: font.common.lineHeight)
  • tabSize (number) - the number of spaces to use in a single tab (default: 4)
  • start (number) - the starting index into the text to layout (default: 0)
  • end (number) - the ending index (exclusive) into the text to layout (default: text.length)

Methods

update(options)

Re-builds the geometry using the given options. Any options not specified here will default to those set in the constructor. This method will recompute the text layout and rebuild the WebGL buffers. Options can be an object, or a String (equivalent to { text: str }).

Properties

layout

Text Layout instance with attributes: width, height, descender, ascender, xHeight, baseline, capHeight, lineHeight, linesTotal, lettersTotal

visibleGlyphs

A filtered set from geometry.layout.glyphs intended to align with the vertex data being used by the underlying BufferAttributes. This is an array of { line, position, index, data } objects (see here).

Attributes

Besides the basic geometry attributes. There are some text specific attributes, mostly useful for animation purposes.

  • position
  • uv : uv coordinates used to map the right letter in the right letter quad
  • center : center of each letter quad
  • layoutUv : uv coordinates of the full text block.
  • glyphUv : uv coordinates of each individual letter quad.
  • glyphResolution : resolution of each individual letter quad.
  • lineIndex : index of each line
  • lineLettersTotal: total amount of letters in each lines
  • lineLetterIndex: index of each letter by line
  • lineWordsTotal: total amount of words by line
  • lineWordIndex: index of each word by line
  • wordIndex: index of each word
  • letterIndex: index of each letter

MSDFTextMaterial

Extends Three.js ShaderMaterial with MSDF-specific rendering.

const material = new MSDFTextMaterial();
material.uniforms.uMap.value = atlas;

Default Properties

const defaultOptions = {
    side: THREE.FrontSide,
    transparent: true,
    defines: {
        IS_SMALL: false,
    },
    extensions: {
        derivatives: true,
    },
    uniforms: {
        // Common
        uOpacity: { value: 1 },
        uColor: { value: new Color("#ffffff") },
        uMap: { value: null },
        // Rendering
        uThreshold: { value: 0.05 },
        uAlphaTest: { value: 0.01 },
        // Strokes
        uStrokeColor: { value: new Color("#ff0000") },
        uStrokeOutsetWidth: { value: 0.0 },
        uStrokeInsetWidth: { value: 0.3 },
    },
    vertexShader,
    fragmentShader,
};

Note: IS_SMALL boolean is useful to render small fonts, it will switch the alpha rendering calculation to make them visually much smoother

Custom material

If you want to make some specific text effects you can create your own glsl code in your shader material based on the MSDFTextMaterial shader.

import { uniforms } from "three-msdf-text-utils";
import * as THREE from 'three';

const material = new THREE.ShaderMaterial({
    side: DoubleSide,
    transparent: true,
    defines: {
        IS_SMALL: false,
    },
    extensions: {
        derivatives: true,
    },
    uniforms: {
        // Common
        ...uniforms.common,
        
        // Rendering
        ...uniforms.rendering,
        
        // Strokes
        ...uniforms.strokes,
    },
    vertexShader: `
        // Attribute
        attribute vec2 layoutUv;

        attribute float lineIndex;

        attribute float lineLettersTotal;
        attribute float lineLetterIndex;

        attribute float lineWordsTotal;
        attribute float lineWordIndex;

        attribute float wordIndex;

        attribute float letterIndex;

        // Varyings
        varying vec2 vUv;
        varying vec2 vLayoutUv;
        varying vec3 vViewPosition;
        varying vec3 vNormal;

        varying float vLineIndex;

        varying float vLineLettersTotal;
        varying float vLineLetterIndex;

        varying float vLineWordsTotal;
        varying float vLineWordIndex;

        varying float vWordIndex;

        varying float vLetterIndex;

        void main() {
            // Output
            vec4 mvPosition = vec4(position, 1.0);
            mvPosition = modelViewMatrix * mvPosition;
            gl_Position = projectionMatrix * mvPosition;

            // Varyings
            vUv = uv;
            vLayoutUv = layoutUv;
            vViewPosition = -mvPosition.xyz;
            vNormal = normal;

            vLineIndex = lineIndex;

            vLineLettersTotal = lineLettersTotal;
            vLineLetterIndex = lineLetterIndex;

            vLineWordsTotal = lineWordsTotal;
            vLineWordIndex = lineWordIndex;

            vWordIndex = wordIndex;

            vLetterIndex = letterIndex;
        }
    `,
    fragmentShader: `
        // Varyings
        varying vec2 vUv;

        // Uniforms: Common
        uniform float uOpacity;
        uniform float uThreshold;
        uniform float uAlphaTest;
        uniform vec3 uColor;
        uniform sampler2D uMap;

        // Uniforms: Strokes
        uniform vec3 uStrokeColor;
        uniform float uStrokeOutsetWidth;
        uniform float uStrokeInsetWidth;

        // Utils: Median
        float median(float r, float g, float b) {
            return max(min(r, g), min(max(r, g), b));
        }

        void main() {
            // Common
            // Texture sample
            vec3 s = texture2D(uMap, vUv).rgb;

            // Signed distance
            float sigDist = median(s.r, s.g, s.b) - 0.5;

            float afwidth = 1.4142135623730951 / 2.0;

            #ifdef IS_SMALL
                float alpha = smoothstep(uThreshold - afwidth, uThreshold + afwidth, sigDist);
            #else
                float alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
            #endif

            // Strokes
            // Outset
            float sigDistOutset = sigDist + uStrokeOutsetWidth * 0.5;

            // Inset
            float sigDistInset = sigDist - uStrokeInsetWidth * 0.5;

            #ifdef IS_SMALL
                float outset = smoothstep(uThreshold - afwidth, uThreshold + afwidth, sigDistOutset);
                float inset = 1.0 - smoothstep(uThreshold - afwidth, uThreshold + afwidth, sigDistInset);
            #else
                float outset = clamp(sigDistOutset / fwidth(sigDistOutset) + 0.5, 0.0, 1.0);
                float inset = 1.0 - clamp(sigDistInset / fwidth(sigDistInset) + 0.5, 0.0, 1.0);
            #endif

            // Border
            float border = outset * inset;

            // Alpha Test
            if (alpha < uAlphaTest) discard;

            // Output: Common
            vec4 filledFragColor = vec4(uColor, uOpacity * alpha);

            // Output: Strokes
            vec4 strokedFragColor = vec4(uStrokeColor, uOpacity * border);

            gl_FragColor = filledFragColor;
        }
    `,
});
material.uniforms.uMap.value = atlas;

MSDFTextNodeMaterial (WebGPU)

It extends from Three.js WebGPU NodeMaterial

const material = new MSDFTextNodeMaterial({ map: atlas, color: '#ff0000' });

// Here no uniforms object, you can access materials properties directly.
materials.strokeOutsetWidth = 0.2;
materials.strokeInsetWidth = 0.2;
materials.strokeColor = '#00ff00';

Properties

  • color: fill color
  • strokeColor: stroke color
  • strokeOutsetWidth: stroke size outside the glyph
  • strokeInsetWidth: stroke size inside the glyph
  • isSmooth: Switch render mode from sharp to smooth, useful for tiny fonts –– use only 0 or 1
  • threshold: smooth threshold (only used for isSmooth === 1)

generateMSDF

Generates MSDF font assets at runtime from a TTF font file.

const { font, atlas } = await generateMSDF(fontPath, options);

Parameters

| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | fontPath | string | Yes | URL or path to a TTF font file | | options | object | Yes | Configuration options (see below) |

Options

| Option | Type | Default | Description | |--------|------|---------|-------------| | workerUrl | string | required | Path to worker.bundled.js | | wasmUrl | string | required | Path to msdfgen.wasm | | charset | string | A-Za-z0-9 + space | Characters to include in the atlas | | fontSize | number | 48 | Font size in pixels | | textureSize | [number, number] | [512, 512] | Atlas texture dimensions | | fieldRange | number | 4 | Distance field range in pixels | | fixOverlaps | boolean | true | Fix overlapping glyph paths | | onProgress | function | - | Callback with progress percentage (progress: number) => void |

Returns

A Promise that resolves to an object containing:

| Property | Type | Description | |----------|------|-------------| | font | THREE.Font | Three.js Font instance (use font.data for geometry) | | atlas | THREE.Texture | Three.js Texture ready to use with materials |

Example with Progress

generateMSDF('./font.ttf', {
    workerUrl: '/msdfgen/worker.bundled.js',
    wasmUrl: '/msdfgen/msdfgen.wasm',
    charset: 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789.,!?',
    fontSize: 64,
    textureSize: [1024, 1024],
    onProgress: (progress) => console.log(`Generating: ${progress}%`),
}).then(({ font, atlas }) => {
    // font.data contains the glyph metrics for MSDFTextGeometry
    // atlas is a THREE.Texture for MSDFTextMaterial
});

Troubleshooting

Text not visible?

  1. Check mesh orientation - The text might be facing away from the camera. Try material.side = THREE.DoubleSide
  2. Check rotation - MSDF text geometry is created facing +Z. You may need to rotate it
  3. Check scale - The geometry units are in pixels. For a typical scene, you might need to scale down (e.g., mesh.scale.set(0.01, 0.01, 0.01))
  4. Check camera frustum - Adjust near/far values if the mesh is being culled

generateMSDF not working?

  1. Worker fails to load - Ensure worker.bundled.js is the bundled version (not worker.js)
  2. WASM error - Verify wasmUrl points to the .wasm file, not .js
  3. CORS issues - Worker and WASM files must be served from the same origin or with proper CORS headers

Random m char in you webgl text?

Make sure to include a space chat in the charset when generating the bitmap font and atlas.

Dependencies

Development

npm install
npm run dev