Transferring Shadertoy creations into Three.js

Embarking on my coding journey, I have completed some online courses and dabbled in three.js experiments. Now, I am eager to dive into the world of Shaders.

Discovering Shadertoy.com has been eye-opening with its plethora of mesmerizing experiments and effects. Attempting to integrate these shaders into Three.js, however, has proven to be quite challenging.

The shaders are readily available, yet utilizing them is not as simple as copy-pasting the code. There is a specific process that needs to be followed involving writing relationships to apply these captivating effects to Three.js geometries. Understanding uniforms and how to use them remains a mystery to me.

Upon exploring tutorials on Shadertoy and reading various articles, the complexity of shaders appears overwhelmingly abstract. It seems like delving into mathematics is necessary before comprehending this language.

Any recommendations on where to begin? Perhaps there is a straightforward method that involves merely copying, pasting, and experimenting with the code directly in my HTML document?

Answer №1

Shadertoy is a rather intricate program, offering features like audio and video input into shaders, generation of audio data from shaders, as well as various textures including 2D and cubemaps. Supporting all these features requires substantial effort.

While basic shaders can be used easily, the shaders on Shadertoy are not specifically designed to be applied as materials on meshes in three.js.

To gain a better understanding of how WebGL works, you can refer to .

const vs = `
attribute vec4 position;
void main(){
  gl_Position = position;
}
`;
const userShader = `
// Shader code here...
`;

const shadertoyBoilerplate = `
#extension GL_OES_standard_derivatives : enable
#ifdef GL_ES
precision highp float;
#endif
uniform vec3      iResolution;
uniform float     iGlobalTime;

...

${userShader}

void main( void ){
  // Main function logic
}
`;

const $ = document.querySelector.bind(document);

// Three.js setup and initialization

var renderer = new THREE.WebGLRenderer();
document.body.appendChild(renderer.domElement);

// Various functions for rendering and resizing

function render(time) {
  // Rendering logic
}

// Additional content related to shaders and WebGL
canvas {
  border: 1px solid black;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r74/three.min.js"></script>

The above example demonstrates passing gl_FragCoord as input to the user's shader, representing the pixel coordinate being drawn in the canvas. For models, UV coordinates can be passed instead by choosing the appropriate resolution.

It's important to note that while Shadertoy shaders produce visually appealing results, they are often less efficient compared to traditional material techniques using textures due to their experimental nature. The focus is more on creating impressive visuals rather than optimized performance.

Exploring shaders on Shadertoy can provide valuable insights and techniques, but it's advisable not to consider them as production-ready solutions. Shadertoy is a platform for experimentation and creative exploration in the realm of shaders.

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