โ ๏ธ probably won't work with modern version of threejs, last time I tested was with r114
pr is welcome
A thin wrapper on top of RawShaderMaterial, that allows to easily create new uniforms and live-edit them via dat.gui.
No need to create the uniforms manually and bind them with dat.gui.
Just write some comments in your GLSL, and everything will work magically โจ
Install via npm
npm i -D magicshader
and just use it instead of RawShaderMaterial:
import MagicShader from 'magicshader';
const material = new MagicShader({...})The parameters are exactly the same.
Now you can add the // ms({}) magic comment after your uniforms.
Example:
const material = new MagicShader({
vertexShader: `
precision highp float;
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
precision highp float;
uniform vec3 color; // ms({ value: '#ff0000' })
void main() {
gl_FragColor = vec4(color, 1.0);
}
`
});No need to init your uniform or bind dat.gui.
You can just work on your GLSL files.
const material = new MagicShader({
name: 'Cube Shader!',
vertexShader: `
precision highp float;
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 translate; // ms({ value: [0, 0, 0], step: 0.01 })
uniform float scale; // ms({ value: 0.5, options: { small: 0.5, medium: 1, big: 2 } })
uniform mat4 aMatrix4; // ms({ value: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] })
void main() {
vec3 pos = position + translate;
pos *= scale;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
precision highp float;
uniform vec3 color; // ms({ value: '#ff0000' })
uniform float brightness; // ms({ value: 0, range: [0, 0.5], step: 0.1 })
uniform vec2 dummyValue; // ms({ value: [1024, 768], range: [[0, 2000], [0, 1500]] })
uniform bool visible; // ms({ value: 1, name: 'Visibility' })
uniform int test; // ms({ value: 0 })
void main() {
gl_FragColor = vec4(color + brightness, 1.0);
}
`
});With the SpectorJS extension enabled, you can live-edit the shaders. You can even add and modify "magic" uniforms on the fly.
Then you can hide the dat.gui UI
import MagicShader, { gui } from 'magicshader';
gui.destroy();- Do more tests...
- add support for sampler2D and FBO?
- check if it works with firefox/safari shader editor
- inspect/edit threejs default uniforms (like
projectionMatrix)


