<sk-wgsl-vec3-uniform>

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Feeds an animatable vec3<f32> into your custom WGSL shader — the way to hand shader code a live 3D value such as a direction, a world-space position, or an RGB color.

Remarks

This is the three-component member of the shader-input family that belongs to the compute & custom-WGSL concept (AbstractComputeNode); like ColorStop it is itself a SkenraAnimatable. The vector type lives in the TAG (never a type attribute), and each component change repacks the host's GPU buffer slot with no shader rebuild.

Key attributes. name is the non-animatable WGSL identifier (unique per host). x, y, and z are the three independent, animatable component axes. The packed lanes start on a vec4 boundary (std140 vec3 alignment — a following scalar may still use the fourth lane), and the host generates a skUniform_<name>() -> vec3<f32> accessor so the shader reads the whole vector by name.

Related. It is a child of any custom-WGSL host — sk-custom-wgsl-color-source, sk-custom-wgsl-points-source, sk-custom-wgsl-point-constraint, sk-custom-wgsl-spline-source, or sk-compute-node. For a single value use sk-wgsl-uniform; for other widths use sk-wgsl-vec2-uniform, sk-wgsl-vec4-uniform, or the sk-wgsl-f32-array-uniform; for a colour authored as a string use sk-wgsl-color-uniform.

Serve these docs to run the live example. WebGPU needs a secure context — open this page via grunt serve rather than double-clicking the file. The Markup tab works from disk.

Attributes

AttributeTypeDefaultDescription
id <id> The element's unique identifier — the standard HTML global id attribute.
namerequired <string> "" Gets the WGSL identifier this member is addressed by.
xrequiredanimatable <number> 0 Gets the x component, returning the animated value when animating.
yrequiredanimatable <number> 0 Gets the y component, returning the animated value when animating.
zrequiredanimatable <number> 0 Gets the z component, returning the animated value when animating.