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three-projection-snap

v0.1.1

Published

Screen-space vertex snapping for Three.js materials.

Readme

three-projection-snap

three-projection-snap is a small TypeScript package for screen-space vertex snapping in Three.js.

The package patches common Three.js materials so projected vertex positions are quantized onto a virtual screen-space grid in the vertex shader. Mesh geometry is not modified.

Installation

npm install three-projection-snap three

three is a peer dependency and must be installed by the host project.

Basic Usage

import * as THREE from 'three'
import { applyProjectionSnap } from 'three-projection-snap'

const material = new THREE.MeshStandardMaterial({ color: 'orange' })

const snap = applyProjectionSnap(material, {
  resolution: [320, 240],
  strength: 1,
  mode: 'round',
})

snap.setResolution(160, 120)
snap.setStrength(0.75)

Use the patched material on a normal mesh:

const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)

API

applyProjectionSnap(material, options?)

Patches a built-in Three.js material with screen-space vertex snapping and returns a controller.

applyProjectionSnap(
  material: THREE.Material,
  options?: ProjectionSnapOptions,
): ProjectionSnapController

Default options:

{
  resolution: [320, 240],
  strength: 1.0,
  mode: 'round',
  snapZ: false,
}

createProjectionSnapMaterial(parameters?, options?)

Convenience helper for creating a MeshStandardMaterial and applying projection snapping.

const { material, controller } = createProjectionSnapMaterial(
  { color: 'orange' },
  { resolution: [160, 120] },
)

How It Works

The package uses material.onBeforeCompile to inject uniforms and GLSL helpers into the material vertex shader.

Quantization happens after the normal Three.js projection chunk computes gl_Position:

#include <project_vertex>
gl_Position = projectionSnapPosition(gl_Position);

The helper function divides clip-space coordinates by w, snaps xy in virtual screen space, and writes the snapped coordinates back into clip space.

Known Limitations

  • Shader injection depends on Three.js shader chunk names.
  • Custom ShaderMaterial is not supported initially.
  • Some complex materials may not patch correctly.
  • The effect operates per vertex.