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.
JavaScript API:
WGSLVec3Uniform
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.
<!-- The animated `direction` vector sweeps the source's shading axis between
+Y and +X, so the blue->orange split rotates across the sphere. Each
component is its own keyframe axis, read together via skUniform_direction(). -->
<sk-scene>
<sk-custom-wgsl-color-source id="dir-src"
wgsl="fn evaluateColorSourceRaw(worldPos: vec3<f32>, uv: vec2<f32>, strokeCoord: vec2<f32>, strokeLength: f32, fragCoord: vec2<f32>) -> vec4<f32> { let d = normalize(skUniform_direction()); let t = clamp(dot(normalize(worldPos), d) * 0.5 + 0.5, 0.0, 1.0); return vec4<f32>(mix(vec3<f32>(0.05, 0.15, 0.65), vec3<f32>(0.85, 0.35, 0.04), t), 1.0); }">
<sk-wgsl-vec3-uniform name="direction" x="0" y="1" z="0">
<sk-animation duration="2000ms" iterations="Infinity" direction="alternate">
<sk-keyframe offset="0" x="0" y="1" z="0"></sk-keyframe>
<sk-keyframe offset="1" x="1" y="0" z="0"></sk-keyframe>
</sk-animation>
</sk-wgsl-vec3-uniform>
</sk-custom-wgsl-color-source>
<sk-plain-material id="dir-mat" base-color-source="#dir-src"
base-color-darken-factor="0.3"></sk-plain-material>
<sk-sphere radius="2" segments="6">
<sk-surface-paint material="#dir-mat"></sk-surface-paint>
</sk-sphere>
</sk-scene>
| Attribute | Type | Default | Description |
|---|---|---|---|
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. |