webgpu-threejs-tsl

Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, TSL syntax and node materials, compute shaders, post-processing effects, and WGSL integration. Use this skill when working with Three.js WebGPU, TSL shaders, node materials, or GPU compute in Three.js.

install
source · Clone the upstream repo
git clone https://github.com/dgreenheck/webgpu-claude-skill
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/dgreenheck/webgpu-claude-skill "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/webgpu-threejs-tsl" ~/.claude/skills/dgreenheck-webgpu-claude-skill-webgpu-threejs-tsl && rm -rf "$T"
manifest: skills/webgpu-threejs-tsl/SKILL.md
source content

WebGPU Three.js with TSL

TSL (Three.js Shading Language) is a node-based shader abstraction that lets you write GPU shaders in JavaScript instead of GLSL/WGSL strings.

Quick Start

import * as THREE from 'three/webgpu';
import { color, time, oscSine } from 'three/tsl';

const renderer = new THREE.WebGPURenderer();
await renderer.init();

const material = new THREE.MeshStandardNodeMaterial();
material.colorNode = color(0xff0000).mul(oscSine(time));

Skill Contents

Documentation

  • docs/core-concepts.md
    - Types, operators, uniforms, control flow
  • docs/materials.md
    - Node materials and all properties
  • docs/compute-shaders.md
    - GPU compute with instanced arrays
  • docs/post-processing.md
    - Built-in and custom effects
  • docs/wgsl-integration.md
    - Custom WGSL functions
  • docs/device-loss.md
    - Handling GPU device loss and recovery
  • docs/limits-and-features.md
    - WebGPU device limits and optional features

Examples

  • examples/basic-setup.js
    - Minimal WebGPU project
  • examples/custom-material.js
    - Custom shader material
  • examples/particle-system.js
    - GPU compute particles
  • examples/post-processing.js
    - Effect pipeline
  • examples/earth-shader.js
    - Complete Earth with atmosphere

Templates

  • templates/webgpu-project.js
    - Starter project template
  • templates/compute-shader.js
    - Compute shader template

Reference

  • REFERENCE.md
    - Quick reference cheatsheet

Key Concepts

Import Pattern

// Always use the WebGPU entry point
import * as THREE from 'three/webgpu';
import { /* TSL functions */ } from 'three/tsl';

Node Materials

Replace standard material properties with TSL nodes:

material.colorNode = texture(map);        // instead of material.map
material.roughnessNode = float(0.5);      // instead of material.roughness
material.positionNode = displaced;         // vertex displacement

Method Chaining

TSL uses method chaining for operations:

// Instead of: sin(time * 2.0 + offset) * 0.5 + 0.5
time.mul(2.0).add(offset).sin().mul(0.5).add(0.5)

Custom Functions

Use

Fn()
for reusable shader logic:

const fresnel = Fn(([power = 2.0]) => {
  const nDotV = normalWorld.dot(viewDir).saturate();
  return float(1.0).sub(nDotV).pow(power);
});

When to Use This Skill

  • Setting up Three.js with WebGPU renderer
  • Creating custom shader materials with TSL
  • Writing GPU compute shaders
  • Building post-processing pipelines
  • Migrating from GLSL to TSL
  • Implementing visual effects (particles, water, terrain, etc.)

Resources