WebGPU Three.js TSL Skill

A skill for building WebGPU apps on Three.js with TSL shaders: renderer setup, node materials, compute shaders, post-processing

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Skill

Minimal access

Why this level

  • The skill consists of documentation, examples and code templates
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dgreenheck/webgpu-claude-skill

Install

In your terminal, with SkillFoxx CLI

npx skillfoxx add skills/webgpu-three-js-tsl-skill

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How we review

Minimal accessThe tool runs nothing and makes no network calls.

  • The skill consists of documentation, examples and code templates

This is third-party code. Review the repository files before installing.

What it does

The skill gives the agent a reference for Three.js graphics on the WebGPU renderer with the TSL shading language. It explains how to start a WebGPU renderer, build node materials, write compute shaders and post-processing chains, embed custom WGSL, and handle GPU device loss. It bundles topic docs, ready examples (basic scene, custom material, particle system, Earth shader) and project templates. The same material is mirrored as Cursor rules that attach to matching files by glob.

Who it is for. For developers building interactive browser 3D graphics with Three.js and WebGPU.

Good fit when

  • You need to set up Three.js on the WebGPU renderer and write a TSL material
  • You need a compute shader, particle system or post-processing chain
  • You are porting shaders from GLSL to TSL or embedding your own WGSL

Not a fit when

  • The project stays on the Three.js WebGL renderer without TSL
  • You need graphics outside Three.js, for example raw WebGPU or another engine

Example request

Set up Three.js with the WebGPU renderer and make a material with an animated fresnel effect in TSL

Limitations

The material targets Three.js r171 and later and flags API changes in newer releases. WebGPU is not supported everywhere: stable in Chrome and Edge, behind a flag in Firefox, in preview in Safari. The skill provides knowledge and examples but does not replace testing the code in a real project.

How to disable. Remove the webgpu-threejs-tsl folder from the skills directory, or uninstall the plugin via /plugin. In Cursor delete the .cursor/rules files from the project.

FAQ

What is TSL?

Three.js Shading Language, a node approach to shaders: instead of GLSL or WGSL strings the shader is described with JavaScript functions and method chaining.

Does the skill work in Cursor?

Yes. The same material is packaged as .cursor/rules that reference files inside skills/, so both folders must stay together.

Discussion

No questions or reviews yet.

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README in short

The README describes a skill for Three.js development on the WebGPU renderer with the TSL shading language. Content is split into topic docs, examples and templates, with SKILL.md as the entry point. The same material ships in two formats: an Agent Skill for Claude Code and Cursor rules that reference the shared files. It also lists Three.js version compatibility and browser support. MIT licensed, with code examples derived from Three.js.

README badge

Original SKILL.md

---
name: webgpu-threejs-tsl
description: 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.
---

# 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

```javascript
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

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