Creating shaders has always been an advanced step for most developers, many game creators have never created GLSL code from scratch. The shader graph solution adopted today by the industry has allowed developers more focused on dynamics to create the necessary graphic effects to meet the demands of their projects.
The aim of the project is to create an easy-to-use, even if for this we need to create complexity behind, this happened initially with Renderer and now with the TSL.
Other benefits that TSL brings besides simplifying shading creation is keeping the renderer agnostic, while all the complexity of a material can be imported into different modules and use tree shaking without breaking during the process.
A detail map makes things look more real in games. It adds tiny details like cracks or bumps to surfaces, like walls. In this example we will scale uv to improve details when seen up close and multiply with a base texture.
This is how we would achieve that using .onBeforeCompile():
const material=new THREE.MeshStandardMaterial();
material.map=colorMap;
material.onBeforeCompile=( shader )=> {
shader.uniforms.detailMap={ value: detailMap };
let token=’#define STANDARD’;
let insert=/* glsl */`
uniform sampler2D detailMap;
`;
shader.fragmentShader=shader.fragmentShader.replace( token, token + insert );
token=’#include ‘;
insert=/* glsl */`
diffuseColor *=texture2D( detailMap, vMapUv * 10.0 );
`;
shader.fragmentShader=shader.fragmentShader.replace( token, token + insert );
};
Any simple change from this makes the code increasingly complicated using .onBeforeCompile, the result we have today in the community is that we have countless types of parametric materials that do not communicate with each other, and that need to be updated periodically to be operating, limiting the creativity of modules to create unique materials in a simple way.
With TSL the code would look like this:
import { texture, uv } from ‘three/tsl’
const detail=texture( detailMap, uv().mul( 10 ) );
const material=new MeshStandardNodeMaterial();
material.colorNode=texture( colorMap ).mul( detail );
TSL is also capable of encoding code into different outputs such as WGSL/GLSL – WebGPU/WebGL, in addition to optimizing the shader graph automatically and through codes that can be inserted within each Node. This allows the developer to focus on productivity and leave the graphical management part to the Node System.
Another important feature of a graph shader is that we will no longer need to care about the sequence in which components are created, because the Node System will only declare and include it once.
Let’s say that you import positionWorld into your code, even if another component uses it, the calculations performed to obtain position world will only be performed once, as is the case with any other renderer component such as: normalWorld, modelPosition, etc.
All TSL component is created from a Node. The Node allows it to communicate with any other, value conversions can be automatic or manual, a Node can receive the output value expected by the parent Node and modify its own output snippet.
Since they are all components are extended from the Node class, it is possible to modulate them using tree shaking. In the shader construction process, the Node will have important information such as geometry, material, renderer as well as the backend, which can influence the type and value of output.
The build process is based on three pillars: setup, analyze and generate.
setup
Use TSL to create a completely customized code for the Node output. The Node can use many others within itself, have countless inputs, but there will always be a single output.
analyze
This proccess will check the nodes that were created in order to create useful information for generate the snippet, such as the need to create or not a cache/variable for optimizing a node.
generate
An output of string will be sent to each node independently, the node will also be able to create code in the flow, supporting multiple lines.
Node also have a native update process invoked by the update() function, these events be called by frame, render call and object draw.
It is also possible to serialize or deserialize a Node using serialize() and deserialize() functions.
Constants and explicit conversions
Input functions can be used to create contants and do explicit conversions.
Conversions are also performed automatically if the output and input are of different types.
Name
Returns a constant or convertion of type:
float( node | number )
float
int( node | number )
int
uint( node | number )
uint
bool( node | value )
boolean
color( node | hex | r,g,b )
color
vec2( node | Vector2 | x,y )
vec2
vec3( node | Vector3 | x,y,z )
vec3
vec4( node | Vector4 | x,y,z,w )
vec4
mat2( node | Matrix2 | a,b,c,d )
mat2
mat3( node | Matrix3 | a,b,c,d,e,f,g,h,i )
mat3
mat4( node | Matrix4 | a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p )
mat4
Advanced
ivec2( node | x,y )
ivec2
ivec3( node | x,y,z )
ivec3
ivec4( node | x,y,z,w )
ivec4
uvec2( node | x,y )
uvec2
uvec3( node | x,y,z )
uvec3
uvec4( node | x,y,z,w )
uvec4
bvec2( node | x,y )
bvec2
bvec3( node | x,y,z )
bvec3
bvec4( node | x,y,z,w )
bvec4
imat2( node | Matrix2 | a,b,c,d )
imat2
imat3( node | Matrix3 | a,b,c,d,e,f,g,h,i)
imat3
imat4( node | Matrix4 | a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p )
imat4
umat2( node | Matrix2 | a,b,c,d )
umat2
umat3( node | Matrix3 | a,b,c,d,e,f,g,h,i )
umat3
umat4( node | Matrix4 | a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p )
umat4
bmat2( node | Matrix2 | a,b,c,d )
bmat2
bmat3( node | Matrix3 | a,b,c,d,e,f,g,h,i )
bmat3
bmat4( node | Matrix4 | a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p )
bmat4
Example:
import { color, vec2, positionWorld } from ‘three/tsl’;
// constant
material.colorNode=color( 0x0066ff );
// conversion
material.colorNode=vec2( positionWorld ); // result positionWorld.xy
It is also possible to perform conversions using the method chain:
Name
Returns a constant or conversion of type:
.toFloat()
float
.toInt()
int
.toUint()
uint
.toBool()
boolean
.toColor()
color
.toVec2()
vec2
.toVec3()
vec3
.toVec4()
vec4
.toMat2()
mat2
.toMat3()
mat3
.toMat4()
mat4
Advanced
.toIvec2()
ivec2
.toIvec3()
ivec3
.toIvec4()
ivec4
.toUvec2()
uvec2
.toUvec3()
uvec3
.toUvec4()
uvec4
.toBvec2()
bvec2
.toBvec3()
bvec3
.toBvec4()
bvec4
.toImat2()
imat2
.toImat3()
imat3
.toImat4()
imat4
.toUmat2()
umat2
.toUmat3()
umat3
.toUmat4()
umat4
.toBmat2()
bmat2
.toBmat3()
bmat3
.toBmat4()
bmat4
Example:
import { positionWorld } from ‘three/tsl’;
// conversion
material.colorNode=positionWorld.toVec2(); // result positionWorld.xy
Method chaining will only be including operators, converters, math and some core functions. These functions, however, can be used on any node.
Example:
// it will invert the texture color
material.colorNode=texture( map ).rgb.oneMinus();
Swizzling is the technique that allows you to access, reorder, or duplicate the components of a vector using a specific notation within TSL. This is done by combining the identifiers:
const original=vec3( 1.0, 2.0, 3.0 ); // (x, y, z)
const swizzled=original.zyx; // swizzled=(3.0, 2.0, 1.0)
It’s possible use xyzw, rgba or stpq.
Name
Description
.add( node | value, … )
Return the addition of two or more value.
.sub( node | value )
Return the subraction of two or more value.
.mul( node | value )
Return the multiplication of two or more value.
.div( node | value )
Return the division of two or more value.
.assign( node | value )
Assign one or more value to a and return the same.
.remainder( node | value )
Computes the remainder of dividing the first node by the second.
.equal( node | value )
Checks if two nodes are equal.
.notEqual( node | value )
Checks if two nodes are not equal.
.lessThan( node | value )
Checks if the first node is less than the second.
.greaterThan( node | value )
Checks if the first node is greater than the second.
.lessThanEqual( node | value )
Checks if the first node is less than or equal to the second.
.greaterThanEqual( node | value )
Checks if the first node is greater than or equal to the second.
.and( node | value )
Performs logical AND on two nodes.
.or( node | value )
Performs logical OR on two nodes.
.not( node | value )
Performs logical NOT on a node.
.xor( node | value )
Performs logical XOR on two nodes.
.bitAnd( node | value )
Performs bitwise AND on two nodes.
.bitNot( node | value )
Performs bitwise NOT on a node.
.bitOr( node | value )
Performs bitwise OR on two nodes.
.bitXor( node | value )
Performs bitwise XOR on two nodes.
.shiftLeft( node | value )
Shifts a node to the left.
.shiftRight( node | value )
Shifts a node to the right.
const a=float( 1 );
const b=float( 2 );
const result=a.add( b ); // output: 3
It is possible to use classic JS functions or a tslFn() interface. The main difference is that tslFn() creates a controllable environment, allowing the use of stack where you can use assign and conditional, while the classic function only allows inline approaches.
Example:
// tsl function
const oscSine=tslFn( ( [ timer=timerGlobal ] )=> {
return timer.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 );
} );
// inline function
export const oscSine=( timer=timerGlobal )=> timer.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 );
Both above can be called with oscSin( value ).
TSL allows the entry of parameters as objects, this is useful in functions that have many optional arguments.
Example:
const oscSine=tslFn( ( { timer=timerGlobal } )=> {
return timer.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 );
} );
const value=oscSine( { timer: value } );
If you want to use an export function compatible with tree shaking, remember to use /*@__PURE__*/
export const oscSawtooth=/*@__PURE__*/ tslFn( ( [ timer=timerGlobal ] )=> timer.fract() );
Name
Description
PI
The value of π (pi).
PI2
The value of 2π (two pi).
EPSION
A small value used to handle floating-point precision errors.
INFINITY
Represent infinity.
abs( x )
Return the absolute value of the parameter.
acos( x )
Return the arccosine of the parameter.
all( x )
Return true if all components of x are true.
any( x )
Return true if any component of x is true.
asin( x )
Return the arcsine of the parameter.
atan( x )
Return the arc-tangent of the parameters.
atan2( y, x )
Return the arc-tangent of the quotient of its arguments.
bitcast( x, y )
Reinterpret the bits of a value as a different type.
cbrt( x )
Return the cube root of the parameter.
ceil( x )
Find the nearest integer that is greater than or equal to the parameter.
clamp( x, min, max )
Constrain a value to lie between two further values.
cos( x )
Return the cosine of the parameter.
cross( x, y )
Calculate the cross product of two vectors.
dFdx( p )
Return the partial derivative of an argument with respect to x.
dFdy( p )
Return the partial derivative of an argument with respect to y.
degrees( radians )
Convert a quantity in radians to degrees.
difference( x, y )
Calculate the absolute difference between two values.
distance( x, y )
Calculate the distance between two points.
dot( x, y )
Calculate the dot product of two vectors.
equals( x, y )
Return true if x equals y.
exp( x )
Return the natural exponentiation of the parameter.
exp2( x )
Return 2 raised to the power of the parameter.
faceforward( N, I, Nref )
Return a vector pointing in the same direction as another.
floor( x )
Find the nearest integer less than or equal to the parameter.
fract( x )
Compute the fractional part of the argument.
fwidth( x )
Return the sum of the absolute derivatives in x and y.
inverseSqrt( x )
Return the inverse of the square root of the parameter.
invert( x )
Invert an alpha parameter ( 1. – x ).
length( x )
Calculate the length of a vector.
lengthSq( x )
Calculate the squared length of a vector.
log( x )
Return the natural logarithm of the parameter.
log2( x )
Return the base 2 logarithm of the parameter.
max( x, y )
Return the greater of two values.
min( x, y )
Return the lesser of two values.
mix( x, y, a )
Linearly interpolate between two values.
negate( x )
Negate the value of the parameter ( -x ).
normalize( x )
Calculate the unit vector in the same direction as the original vector.
oneMinus( x )
Return 1 minus the parameter.
pow( x, y )
Return the value of the first parameter raised to the power of the second.
pow2( x )
Return the square of the parameter.
pow3( x )
Return the cube of the parameter.
pow4( x )
Return the fourth power of the parameter.
radians( degrees )
Convert a quantity in degrees to radians.
reciprocal( x )
Return the reciprocal of the parameter (1/x).
reflect( I, N )
Calculate the reflection direction for an incident vector.
refract( I, N, eta )
Calculate the refraction direction for an incident vector.
round( x )
Round the parameter to the nearest integer.
saturate( x )
Constrain a value between 0 and 1.
sign( x )
Extract the sign of the parameter.
sin( x )
Return the sine of the parameter.
smoothstep( e0, e1, x )
Perform Hermite interpolation between two values.
sqrt( x )
Return the square root of the parameter.
step( edge, x )
Generate a step function by comparing two values.
tan( x )
Return the tangent of the parameter.
transformDirection( dir, matrix )
Transform the direction of a vector by a matrix and then normalize the result.
trunc( x )
Truncate the parameter, removing the fractional part.
const value=float( -1 );
// It’s possible use `value.abs()` too.
const positiveValue=abs( value ); // output: 1
Name
Description
Type
attribute( name, type=null, default=null )
Getting geometry attribute using name and type.
any
uv( index=0 )
UV attribute named uv + index.
vec2
vertexColor( index=0 )
Vertex color node for the specified index.
color
Name
Description
Type
positionGeometry
Position attribute of geometry.
vec3
positionLocal
Local variable for position.
vec3
positionWorld
World position.
vec3
positionWorldDirection
Normalized world direction.
vec3
positionView
View position.
vec3
positionViewDirection
Normalized view direction.
vec3
positionLocal represents the position after modifications made by skinning, morpher, etc.
Name
Description
Type
normalGeometry
Normal attribute of geometry.
vec3
normalLocal
Local variable for normal.
vec3
normalView
Normalized view normal.
vec3
normalWorld
Normalized world normal.
vec3
transformedNormalView
Transformed normal in view space.
vec3
transformedNormalWorld
Normalized transformed normal in world space.
vec3
transformedClearcoatNormalView
Transformed clearcoat normal in view space.
vec3
transformed* represents the normal after modifications made by skinning, morpher, etc.
Name
Description
Type
tangentGeometry
Tangent attribute of geometry.
vec4
tangentLocal
Local variable for tangent.
vec3
tangentView
Normalized view tangent.
vec3
tangentWorld
Normalized world tangent.
vec3
transformedTangentView
Transformed tangent in view space.
vec3
transformedTangentWorld
Normalized transformed tangent in world space.
vec3
Name
Description
Type
bitangentGeometry
Normalized bitangent in geometry space.
vec3
bitangentLocal
Normalized bitangent in local space.
vec3
bitangentView
Normalized bitangent in view space.
vec3
bitangentWorld
Normalized bitangent in world space.
vec3
transformedBitangentView
Normalized transformed bitangent in view space.
vec3
transformedBitangentWorld
Normalized transformed bitangent in world space.
vec3
Name
Description
Type
cameraNear
Near plane distance of the camera.
float
cameraFar
Far plane distance of the camera.
float
cameraLogDepth
Logarithmic depth value for the camera.
float
cameraProjectionMatrix
Projection matrix of the camera.
mat4
cameraProjectionMatrixInverse
Inverse projection matrix of the camera.
mat4
cameraViewMatrix
View matrix of the camera.
mat4
cameraWorldMatrix
World matrix of the camera.
mat4
cameraNormalMatrix
Normal matrix of the camera.
mat3
cameraPosition
World position of the camera.
vec3
Name
Description
Type
texture( texture, uv=uv(), level=null )
Retrieves texels from a texture.
vec4
cubeTexture( texture, uvw=reflectVector, level=null )
Retrieves texels from a cube texture.
vec4
triplanarTexture( textureX, textureY=null, textureZ=null, scale=float( 1 ), position=positionLocal, normal=normalLocal )
Computes texture using triplanar mapping based on provided parameters.
vec4
Name
Description
Type
modelDirection
Direction of the model.
vec3
modelViewMatrix
View matrix of the model.
mat4
modelNormalMatrix
Normal matrix of the model.
mat4
modelWorldMatrix
World matrix of the model.
mat4
modelPosition
Position of the model.
vec3
modelScale
Scale of the model.
vec3
modelViewPosition
View position of the model.
vec3
modelWorldMatrixInverse
Inverse world matrix of the model.
mat4
Name
Description
Type
reflectView
Computes reflection direction in view space.
vec3
reflectVector
Transforms the reflection direction to world space.
vec3
Name
Description
Type
matcapUV
UV coordinates for matcap material computation.
vec2
rotateUV( uv, rotation, centerNode=vec2( 0.5 ) )
Rotates UV coordinates around a center point.
vec2
spritesheetUV( count, uv=uv(), frame=float( 0 ) )
Computes UV coordinates for a sprite sheet based on the number of frames, UV coordinates, and frame index.
vec2
equirectUV( direction=positionWorldDirection )
Computes UV coordinates for equirectangular mapping based on the direction vector.
vec2
Variable
Description
Type
remap
Remaps a value from one range to another.
any
remapClamp
Remaps a value from one range to another, with clamping.
any
Variable
Description
Type
hash( seed )
Generates a hash value in the range [ 0, 1 ] from the given seed.
float
range( min, max )
Generates a range attribute of values between min and max.
any
Variable
Description
Type
oscSine( timer=timerGlobal )
Generates a sine wave oscillation based on a timer.
float
oscSquare( timer=timerGlobal )
Generates a square wave oscillation based on a timer.
float
oscTriangle( timer=timerGlobal )
Generates a triangle wave oscillation based on a timer.
float
oscSawtooth( timer=timerGlobal )
Generates a sawtooth wave oscillation based on a timer.
float
Variable
Description
Type
directionToColor( value )
Converts direction vector to color.
color
colorToDirection( value )
Converts color to direction vector.
vec3
To create a variable from a node use .toVar().
The first parameter is used to add a name to it, otherwise the node system will name it automatically, it can be useful in debugging or access using wgslFn.
const uvScaled=uv().mul( 10 ).toVar();
material.colorNode=texture( map, uvScaled );
varying( node, name=null )
Let’s suppose you want to optimize some calculation in the vertex stage but are using it in a slot like material.colorNode.
For example:
// multiplication will be executed in vertex stage
const normalView=varying( modelNormalMatrix.mul( normalLocal ) );
// normalize will be executed in fragment stage
// because .colorNode is fragment stage slot as default
material.colorNode=normalView.normalize();
The first parameter of varying modelNormalMatrix.mul( normalLocal ) will be executed in vertex stage, and the return from varying() will be a varying as we are used in WGSL/GLSL, this can optimize extra calculations in the fragment stage. The second parameter allows you to add a custom name to varying.
If varying() is added only to .positionNode, it will only return a simple variable and varying will not be created.
Transitioning common GLSL properties to TSL
GLSL
TSL
Type
position
positionGeometry
vec3
transformed
positionLocal
vec3
transformedNormal
normalLocal
vec3
vWorldPosition
positionWorld
vec3
vColor
vertexColor()
vec3
vUv | uv
uv()
vec2
vNormal
normalView
vec3
viewMatrix
cameraViewMatrix
mat4
modelMatrix
modelWorldMatrix
mat4
modelViewMatrix
modelViewMatrix
mat4
projectionMatrix
cameraProjectionMatrix
mat4
diffuseColor
material.colorNode
vec4
gl_FragColor
material.fragmentNode
vec4
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