---
id: wiki-2026-0508-tsl-three-shader-language
title: TSL (Three Shader Language)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Three.js Shading Language, TSL, Node Material]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [threejs, webgpu, shader, graphics]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: javascript
  framework: threejs-r170
---

# TSL (Three Shader Language)

## 매 한 줄
> **"매 GLSL/WGSL 의 abstract 의 JS-native shader DSL"**. 매 Three.js 의 node-based material system 의 evolution — 매 single source 의 WebGL2 + WebGPU 의 compile. 2026 의 r170+ 의 standard — 매 GLSL string 의 deprecated path.

## 매 핵심

### 매 왜 TSL
- **Backend agnostic**: 매 동일 code 의 WebGL2 (GLSL) + WebGPU (WGSL) 의 emit.
- **JS-native**: 매 IDE autocomplete, type check, debug 의 enable.
- **Composable**: 매 node graph 의 reuse — 매 material 의 lego.
- **Compute shaders**: 매 GPGPU 의 first-class — particles, sims.

### 매 핵심 concepts
- **Node**: 매 shader 의 unit (uniform, attribute, op).
- **NodeMaterial**: 매 MeshBasicMaterial 의 TSL 의 version.
- **Stage**: vertex / fragment / compute.
- **Varying**: 매 vertex → fragment 의 interpolated.

### 매 응용
1. Custom PBR materials (procedural normal, AO).
2. Post-processing (bloom, SSAO via TSL).
3. GPGPU particles (10^6 particles compute shader).
4. Procedural textures (noise, voronoi).

## 💻 패턴

### Basic — vertex displacement
```javascript
import * as THREE from 'three';
import { positionLocal, sin, time, vec3, MeshStandardNodeMaterial } from 'three/tsl';

const mat = new MeshStandardNodeMaterial();
mat.positionNode = positionLocal.add(
    vec3(0, sin(positionLocal.x.add(time)).mul(0.5), 0)
);
mat.colorNode = vec3(0.2, 0.6, 1.0);
```

### Procedural fragment — checker
```javascript
import { uv, floor, mod, vec3, mix, MeshBasicNodeMaterial } from 'three/tsl';

const scaled = uv().mul(8);
const checker = mod(floor(scaled.x).add(floor(scaled.y)), 2);
const mat = new MeshBasicNodeMaterial();
mat.colorNode = mix(vec3(0.1), vec3(0.9), checker);
```

### Custom function (Fn)
```javascript
import { Fn, vec3, dot, normalize } from 'three/tsl';

const lambert = Fn(([n, l]) => {
    return dot(normalize(n), normalize(l)).max(0);
});

mat.colorNode = lambert(normalLocal, vec3(1, 1, 0)).mul(albedo);
```

### Compute shader — particle update
```javascript
import { Fn, instanceIndex, storage, time, vec3, sin } from 'three/tsl';

const positions = storage(buffer, 'vec3', count);
const update = Fn(() => {
    const i = instanceIndex;
    positions.element(i).addAssign(
        vec3(sin(time.add(i)), 0.01, 0).mul(0.01)
    );
})().compute(count);

renderer.computeAsync(update);
```

### Uniform binding
```javascript
import { uniform, MeshStandardNodeMaterial } from 'three/tsl';

const intensity = uniform(1.0);
const mat = new MeshStandardNodeMaterial();
mat.emissiveNode = albedo.mul(intensity);

// later
intensity.value = 2.5;
```

### Noise — simplex via TSL
```javascript
import { mx_noise_float, positionLocal, vec3 } from 'three/tsl';

const n = mx_noise_float(positionLocal.mul(2));
mat.positionNode = positionLocal.add(normalLocal.mul(n.mul(0.1)));
```

### WebGPU renderer setup
```javascript
import { WebGPURenderer } from 'three/webgpu';

const renderer = new WebGPURenderer({ antialias: true });
await renderer.init();
document.body.appendChild(renderer.domElement);
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| New Three.js project (2026+) | TSL + WebGPURenderer |
| Legacy GLSL maintenance | Keep ShaderMaterial |
| Cross-backend portability | TSL |
| GPGPU / compute | TSL compute shaders |
| Quick prototype | Built-in materials |

**기본값**: 매 TSL + NodeMaterial — 매 r170+ 의 future-proof.

## 🔗 Graph
- 부모: [[Three.js]] · [[WebGPU]]
- 변형: [[GLSL]] · [[WGSL]]
- 응용: [[PBR]] · [[Post-processing]]
- Adjacent: [[Node Material]] · [[Compute_Shaders|Compute Shaders]]

## 🤖 LLM 활용
**언제**: shader generation, GLSL → TSL migration, procedural pattern synthesis.
**언제 X**: bleeding-edge TSL APIs (training cutoff lag) — 매 docs 의 verify.

## ❌ 안티패턴
- **String-concat GLSL in 2026**: 매 deprecated path — 매 TSL 의 migrate.
- **Heavy compute on main thread**: 매 compute shader 의 offload.
- **Recompile on every frame**: 매 uniform.value 의 update — 매 node 의 rebuild 의 X.

## 🧪 검증 / 중복
- Verified (Three.js r170+ docs, threejs.org/examples TSL category).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — TSL nodes, compute shaders, WebGPU |
