dgreenheck/webgpu-claude-skill
A Claude skill for developing WebGPU applications with Three.js
226 stars22 forksUpdated Jan 23, 2026
npx skills add dgreenheck/webgpu-claude-skillREADME
WebGPU Three.js TSL Skill
An Agent Skill for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language).
Overview
This skill provides Claude with comprehensive knowledge for:
- Setting up Three.js with WebGPU renderer
- Writing shaders using TSL (Three.js Shading Language)
- Creating node-based materials
- Building GPU compute shaders
- Implementing post-processing effects
- Integrating custom WGSL code
Installation
Claude Code
# Install from this repository
/skill install webgpu-threejs-tsl@<your-github-username>/webgpu-claude-skill
Manual Installation
Copy the skills/webgpu-threejs-tsl folder to:
- Global:
~/.claude/skills/ - Project:
<project>/.claude/skills/
Skill Structure
skills/webgpu-threejs-tsl/
├── SKILL.md # Entry point with overview
├── REFERENCE.md # Quick reference cheatsheet
├── docs/
│ ├── core-concepts.md # Types, operators, uniforms, control flow
│ ├── materials.md # Node materials and properties
│ ├── compute-shaders.md # GPU compute documentation
│ ├── post-processing.md # Built-in and custom effects
│ └── wgsl-integration.md # Custom WGSL functions
├── examples/
│ ├── basic-setup.js # Minimal WebGPU project
│ ├── custom-material.js # Custom shader material
│ ├── particle-system.js # GPU compute particles
│ ├── post-processing.js # Effect pipeline
│ └── earth-shader.js # Complete Earth with atmosphere
└── templates/
├── webgpu-project.js # Starter project template
└── compute-shader.js # Compute shader template
Topics Covered
Core Concepts
- Types and constructors (float, vec2, vec3, vec4, color, uniform)
- Vector swizzling
- Operators and math functions
- Control flow (If, Loop, Fn)
- Time and animation
Materials
- All node material types
- Material properties (color, roughness, metalness, etc.)
- Physical material features (clearcoat, transmission, iridescence)
- Vertex displacement
Compute Shaders
- Instanced array buffers
- Parallel physics simulation
- Particle systems
- Atomic operations and barriers
Post-Processing
- Built-in effects (bloom, blur, FXAA, DOF)
- Custom effects with Fn()
- Effect chaining
- Multiple render targets
WGSL Integration
- Custom WGSL functions with wgslFn()
- Hybrid TSL/WGSL approaches
- Performance optimization
Quick Example
import * as THREE from 'three/webgpu';
import { color, time, oscSine, normalWorld, cameraPosition, positionWorld, Fn, float } from 'three/tsl';
// WebGPU renderer
const renderer = new THREE.WebGPURenderer();
await renderer.init();
// TSL material with animated fresnel
const material = new THREE.MeshStandardNodeMaterial();
material.colorNode = color(0x0066ff);
material.emissiveNode = Fn(() => {
const viewDir = cameraPosition.sub(positionWorld).normalize();
const fresnel = float(1).sub(normalWorld.dot(viewDir).saturate()).pow(3);
return color(0x00ffff).mul(fresnel).mul(oscSine(time));
})();
Resources
License
MIT License
Code examples derived from Three.js (MIT License).
Publisher
Statistics
Stars226
Forks22
Open Issues0
CreatedJan 23, 2026