MCPcopy Index your code
hub / github.com/basementstudio/shader-lab

github.com/basementstudio/shader-lab @main

Chat with this repo
repository ↗ · DeepWiki ↗ · + Follow
1,801 symbols 4,960 edges 279 files 1 documented · 0%
What it actually does AI analysis from the code graph — generated when you open this
loading…
README

@basementstudio/shader-lab

basement.studio logo NPM version Website

@basementstudio/shader-lab is a portable React runtime for Shader Lab compositions exported from the editor.

It supports three main use cases:

  • Render a composition directly in React
  • Use a composition as a texture in your own scene
  • Use Shader Lab effect layers as postprocessing over your own scene

Install

npm install @basementstudio/shader-lab three
bun add @basementstudio/shader-lab three

Peer Dependencies

  • react
  • react-dom
  • three

Requirements

  • The runtime requires WebGPU support in the browser
  • ShaderLabComposition and the hooks in this package are client-side APIs
  • Media layers expect accessible asset URLs in layer.asset.src
  • Composition texture output is canvas-backed and can be consumed by WebGL or WebGPU host scenes
  • Postprocessing must run on the same WebGPURenderer as the scene texture you pass in

Supported effect layers include ASCII, CRT, directional blur, dithering, halftone, ink, particle grid, pattern, pixelation, pixel sorting, posterize, slice, edge detect, displacement map, and chromatic aberration.

API Overview

High-level API

  • ShaderLabComposition
  • useShaderLab

Advanced APIs

  • useShaderLabCanvasSource
  • useShaderLabPostProcessingSource
  • useShaderLabTextureSource
  • ShaderLabCanvasSource
  • ShaderLabPostProcessingSource
  • ShaderLabTextureSource

Use useShaderLab unless you specifically need manual timing or lifecycle control.

1. Render a Composition

"use client"

import {
  ShaderLabComposition,
  type ShaderLabConfig,
} from "@basementstudio/shader-lab"

const config: ShaderLabConfig = {
  layers: [],
  timeline: {
    duration: 6,
    loop: true,
    tracks: [],
  },
}

export default function Example() {
  return (



      <ShaderLabComposition config={config} />



  )
}

Handle runtime errors:

<ShaderLabComposition
  config={config}
  onRuntimeError={(message) => {
    console.error(message)
  }}
/>

2. Use a Composition as a Texture

useShaderLab can manage the runtime and return a ready-to-use THREE.CanvasTexture.

"use client"

import {
  useShaderLab,
  type ShaderLabConfig,
} from "@basementstudio/shader-lab"
import { OrbitControls, PerspectiveCamera } from "@react-three/drei"
import { Canvas, useFrame } from "@react-three/fiber"
import { useMemo, useRef } from "react"
import * as THREE from "three"
import { WebGPURenderer } from "three/webgpu"

function Scene({ config }: { config: ShaderLabConfig }) {
  const { texture } = useShaderLab(config, {
    width: 1024,
    height: 1024,
  })

  const material = useMemo(
    () => new THREE.MeshBasicMaterial({ color: 0xffffff }),
    []
  )
  const meshRef = useRef<THREE.Mesh | null>(null)

  useFrame((_, delta) => {
    if (meshRef.current) {
      meshRef.current.rotation.y += delta * 0.3
    }

    if (texture) {
      texture.needsUpdate = true
      material.map = texture
      material.needsUpdate = true
    }
  })

  return (
    <>
      <color attach="background" args={["#0a0a0a"]} />
      <PerspectiveCamera makeDefault fov={50} position={[0, 0, 4]} />
      <mesh ref={meshRef} material={material}>
        <sphereGeometry args={[1, 64, 64]} />
      </mesh>
      <OrbitControls enableDamping />
    </>
  )
}

export function TexturedExample({ config }: { config: ShaderLabConfig }) {
  return (
    <Canvas
      gl={async (props) => {
        const renderer = new WebGPURenderer(
          props as ConstructorParameters<typeof WebGPURenderer>[0]
        )
        await renderer.init()
        return renderer
      }}
    >
      <Scene config={config} />
    </Canvas>
  )
}

Texture Notes

  • texture is backed by the package's internal output canvas
  • canvas is also available from useShaderLab if you want to integrate at the raw canvas level
  • The runtime updates the composition for you internally
  • This texture path is portable across WebGL and WebGPU host scenes because the package output is canvas-backed

3. Use Shader Lab as Postprocessing

For postprocessing, useShaderLab exposes a postprocessing handle.

You render your scene into a texture, then hand that texture to Shader Lab.

"use client"

import {
  useShaderLab,
  type ShaderLabConfig,
} from "@basementstudio/shader-lab"
import { Canvas, useFrame, useThree } from "@react-three/fiber"
import { PerspectiveCamera } from "@react-three/drei"
import { createPortal } from "@react-three/fiber"
import { useEffect, useMemo, useRef } from "react"
import * as THREE from "three"
import { float, texture as tslTexture, uv, vec2 } from "three/tsl"
import { MeshBasicNodeMaterial, WebGPURenderer } from "three/webgpu"

function PostProcessedScene({ config }: { config: ShaderLabConfig }) {
  const { gl, scene, size } = useThree()
  const renderer = gl as unknown as WebGPURenderer
  const cameraRef = useRef<THREE.PerspectiveCamera | null>(null)
  const sceneTargetRef = useRef<THREE.WebGLRenderTarget | null>(null)

  const { postprocessing } = useShaderLab(config, {
    renderer,
    width: size.width,
    height: size.height,
  })

  const presentScene = useMemo(() => new THREE.Scene(), [])
  const presentCamera = useMemo(
    () => new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1),
    []
  )
  const presentTextureNode = useMemo(() => {
    const sampleUv = vec2(uv().x, float(1).sub(uv().y))
    return tslTexture(new THREE.Texture(), sampleUv)
  }, [])
  const presentMaterial = useMemo(() => {
    const material = new MeshBasicNodeMaterial()
    material.colorNode = presentTextureNode.rgb
    return material
  }, [presentTextureNode])

  useEffect(() => {
    const target = new THREE.WebGLRenderTarget(size.width, size.height)
    sceneTargetRef.current = target

    return () => {
      sceneTargetRef.current = null
      target.dispose()
    }
  }, [size.height, size.width])

  useEffect(() => {
    sceneTargetRef.current?.setSize(size.width, size.height)
    postprocessing.resize(size.width, size.height)
  }, [postprocessing, size.height, size.width])

  useFrame((state, delta) => {
    const target = sceneTargetRef.current
    const camera = cameraRef.current
    if (!(target && camera && postprocessing.ready)) return

    renderer.setRenderTarget(target)
    renderer.render(scene, camera)

    const output = postprocessing.render(
      target.texture,
      state.clock.elapsedTime,
      delta
    )

    if (output) {
      presentTextureNode.value = output
    }

    renderer.setRenderTarget(null)
    renderer.render(presentScene, presentCamera)
  }, 1)

  return (
    <>
      <PerspectiveCamera ref={cameraRef} makeDefault position={[0, 2, 5]} />

      <mesh position={[-1.2, 0, 0]}>
        <boxGeometry args={[1.4, 1.4, 1.4]} />
        <meshStandardMaterial color="#e74c3c" />
      </mesh>

      <mesh position={[1.2, 0, 0]}>
        <sphereGeometry args={[0.8, 32, 32]} />
        <meshStandardMaterial color="#3498db" />
      </mesh>

      {createPortal(
        <mesh frustumCulled={false}>
          <planeGeometry args={[2, 2]} />
          <primitive attach="material" object={presentMaterial} />
        </mesh>,
        presentScene
      )}
    </>
  )
}

export function PostProcessingExample({
  config,
}: {
  config: ShaderLabConfig
}) {
  return (
    <Canvas
      gl={async (props) => {
        const renderer = new WebGPURenderer(
          props as ConstructorParameters<typeof WebGPURenderer>[0]
        )
        await renderer.init()
        return renderer
      }}
    >
      <PostProcessedScene config={config} />
    </Canvas>
  )
}

Postprocessing Notes

  • Postprocessing is same-renderer only
  • Pass your scene texture from the same WebGPURenderer you gave to useShaderLab
  • WebGL host renderers are not supported for postprocessing
  • Effect-only Shader Lab configs are the most natural fit here
  • Keep the postprocessing width/height and postprocessing.resize(...) in sync with the input render target size, especially for screen-space effects like dithering, pixelation, and ASCII
  • postprocessing.texture always points to the latest output texture

useShaderLab

const { canvas, ready, texture, postprocessing } = useShaderLab(config, options)

Options

Option Description
width Output width for the internal runtime
height Output height for the internal runtime
pixelRatio Optional pixel ratio override
canvas Optional existing canvas to render the composition into
renderer Optional shared WebGPURenderer used for postprocessing

Return Value

Field Description
canvas Internal output canvas
ready true when the managed texture path is initialized
texture Managed THREE.CanvasTexture backed by the runtime canvas
postprocessing Handle for same-renderer postprocessing

postprocessing

Field Description
ready true when the postprocessing source is initialized
texture Latest processed output texture
resize(width, height, pixelRatio?) Resize the runtime targets
render(inputTexture, time, delta) Render Shader Lab effects into an output texture

Advanced APIs

These APIs are available when you want more direct control over timing, resize behavior, or object lifecycle.

Use them when:

  • You already have your own render loop and want to drive updates manually
  • You want the raw output canvas instead of a managed CanvasTexture
  • You want to own the full postprocessing pipeline yourself
  • You need to use the runtime outside React (but still in a browser/client runtime)

Hooks

  • useShaderLabCanvasSource
  • useShaderLabPostProcessingSource
  • useShaderLabTextureSource
  • useShaderLabTexture

useShaderLabCanvasSource

Use this when you want the raw canvas and manual timing.

const { canvas, ready, resize, update } = useShaderLabCanvasSource(config, {
  width: 1024,
  height: 1024,
})

useFrame((state, delta) => {
  if (!ready) return
  update(state.clock.elapsedTime, delta)
})

This is useful when:

  • You want to create your own THREE.CanvasTexture
  • You want to feed the canvas into some other pipeline
  • You want to decide exactly when the composition updates

useShaderLabPostProcessingSource

Use this when you want to control the full scene-to-texture-to-screen flow yourself.

const { ready, error, resize, texture, update } =
  useShaderLabPostProcessingSource(effectConfig, {
    renderer,
    width: size.width,
    height: size.height,
  })

useFrame((state, delta) => {
  if (!(ready && sceneTarget)) return

  renderer.setRenderTarget(sceneTarget)
  renderer.render(scene, camera)

  const output = update(
    sceneTarget.texture,
    state.clock.elapsedTime,
    delta
  )

  renderer.setRenderTarget(null)
  // present(output)
})

Make sure the Shader Lab postprocessing source is resized whenever your scene render target size changes. Screen-space effects use that size to determine their sampling grid.

This is useful when:

  • You already have your own render targets
  • You want to decide how the final output is presented
  • You need lower-level access than useShaderLab().postprocessing

useShaderLabTextureSource

This exposes the lower-level internal texture source.

Use it only if you specifically want that internal texture path and understand the renderer constraints. For most cases, useShaderLab or useShaderLabCanvasSource is the better choice.

Classes

  • ShaderLabCanvasSource
  • ShaderLabPostProcessingSource
  • ShaderLabTextureSource

The class APIs are the non-React equivalents of the hooks.

Typical flow:

const source = new ShaderLabCanvasSource(config, {
  width: 1024,
  height: 1024,
})

await source.initialize()
source.update(time, delta)
source.resize(width, height)
source.dispose()

Use the classes when:

  • You are outside React
  • You want full manual lifecycle control
  • You are integrating Shader Lab into a custom runtime or framework

Custom Shader Layer

The custom shader layer lets you write GPU shaders using Three.js TSL (Three Shading Language). Your sketch runs entirely on the GPU as a node graph — there is no GLSL or WGSL to write.

How it works

Your code must export a function wrapped in Fn() that returns a TSL node (vec3 or vec4). The editor compiles your TypeScript, strips imports, and evaluates the result in a sandbox with a pre-injected scope. Everything from three/tsl and the Shader Lab utility library is available as globals — no imports needed.

export const sketch = Fn(() => {
  const color = vec3(uv().x, uv().y, sin(time).mul(0.5).add(0.5))
  return color
})

Click Apply (or re-paste) to recompile. The entry export name defaults to sketch but can be changed in the Entry Export field.

Source mode vs Effect mode

The custom shader layer has an Effect Mode toggle:

  • Source mode (default) — the layer generates pixels from scratch, like a gradient or image. Your sketch outputs a color for each pixel. The output is linearized (sRGB → linear via pow(2.2)) to match the compositing pipeline.

  • Effect mode — the layer acts as a post-processing effect. It receives the composited result

Extension points exported contracts — how you extend this code

UseShaderLabCanvasSourceResult (Interface)
(no doc)
packages/shader-lab-react/src/use-shader-lab-canvas-source.ts
LoopConfig (Interface)
(no doc)
src/types/three-tsl.d.ts
CurveEditorProps (Interface)
(no doc)
src/components/editor/curve-editor.tsx
ProjectClock (Interface)
(no doc)
src/renderer/contracts.ts
EasingPreset (Interface)
(no doc)
src/lib/easing-curve.ts
TimelineStoreState (Interface)
(no doc)
src/store/timeline-store.ts
UseShaderLabTextureSourceResult (Interface)
(no doc)
packages/shader-lab-react/src/use-shader-lab-texture-source.ts
TSLNode (Interface)
(no doc)
src/types/three-tsl.d.ts

Core symbols most depended-on inside this repo

mul
called by 1935
src/types/three-tsl.d.ts
add
called by 1091
src/types/three-tsl.d.ts
sub
called by 733
src/types/three-tsl.d.ts
div
called by 383
src/types/three-tsl.d.ts
toVar
called by 221
src/types/three-tsl.d.ts
clamp
called by 134
src/lib/editor/layers.ts
clamp
called by 124
packages/shader-lab-react/src/renderer/text-fonts.ts
assign
called by 121
src/types/three-tsl.d.ts

Shape

Method 804
Function 752
Class 154
Interface 91

Languages

TypeScript100%

Modules by API surface

packages/shader-lab-react/src/fluid/runtime.ts39 symbols
src/components/editor/editor-export-dialog.tsx38 symbols
src/renderer/crt-pass.ts33 symbols
packages/shader-lab-react/src/renderer/crt-pass.ts33 symbols
src/renderer/ascii-pass.ts32 symbols
packages/shader-lab-react/src/renderer/ascii-pass.ts32 symbols
src/renderer/ink-pass.ts26 symbols
packages/shader-lab-react/src/renderer/ink-pass.ts26 symbols
src/types/three-tsl.d.ts25 symbols
src/renderer/pass-node.ts25 symbols
src/lib/editor/export.ts25 symbols
packages/shader-lab-react/src/ambient/three-tsl.d.ts25 symbols

For agents

$ claude mcp add shader-lab \
  -- python -m otcore.mcp_server <graph>

⬇ download graph artifact