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Three Live Raw Shader Editor

Three Live Raw Shader Editor

is a Browser extension to aid developers in editing raw GLSL for their ThreeJS App directly in Chrome or Firefox.


Chrome: coming soon

Firefox: Download the XPI here, and drop into Firefox to install.

Manual Installation

Chrome: Load the extension from disk directly:

  • Checkout the repo
  • Open Chrome’s Extensions page (Settings / More tools / Extensions)
  • Enable Developer Mode
  • Click on Load unpacked extension…
  • Select the folder /src in the checked out project

Firefox: Load the extension from disk directly:

  • Checkout the repo
  • Open Firefox’s Addon page (Tools / Addons)
  • Enable Enable Debug Addons from the Cog/Gear Icon
  • Click on Load Temporary Add-on…
  • Select the manifest.json file from the folder you downloaded of the project

How to use

  • This Extension requires that you expose a specific javascript variable from your app. (If you know of a better way to find the loaded instance of THREE and expose the renderer, camera and scene in a browser do let me know)
  • Add the following class and TLRSE variable to the top of your ThreeJS app
    class ThreeLiveRawShaderEditor {
        constructor(renderer, camera, scene) {
           this.renderer = renderer;
  = camera;
           this.scene = scene;
    var TLRSE;
  • Then from within your init method or wherever you create the Scene, Renderer and Camera set them to the TLRSE constructor like so:
    // ======== THREE LIVE RAW SHADER EDITOR =========
    TLRSE = new ThreeLiveRawShaderEditor(renderer, camera, scene);
  • Be sure to only set the constructor after the Renderer, Camera and Scene have been initialized by your own code.
  • Then navigate to your Three app in your browser
  • Open the developer tools
  • Open the Three Live Raw Shader Editor Tab
  • Once you know your app has loaded fully in the browser click the Update/Refresh icon in the bottom left of the panel
  • If your Three App has any Raw shaders they will populate the list to the left
  • Clicking on one of these programs will load the Vertex and Fragment GLSL into their respective panes for editing
  • Make changes to your code, An OnKeyUp Event is monitored for each Code pane which when triggered will send valid GLSL to Three for compilation or alert you of a syntax error.
  • Clicking on the Eye Icon on each Program in the list will show or hide the selected material


In the examples folder you can find a module and non-module based example of how to implement in a simple scene. The only real difference in the module based version is that the TLRSE variable is defined outside the module function but set within it.

Test it out

The homepage of this site exposes TLRSE meaning that if you have the extension installed in Chrome or Firefox you can test it out and fiddle with the NMS Atlas Interface inspired Center Element.

Note your changes do not persist between window reloads ^^

How it works

  • It’s nothing special really. We simply expose a variable called TLRSE which holds a THREE scene, renderer and camera all of which are required by THREE to call the native renderer.compile(scene, camera) function.
  • This function is called when we make edits to our vertex or fragment code


Newer versions of firefox reserve the Forward Slash ” / “ and Apostrophe Keys ” ‘ ” for use in some other functions.

The workaround for those who do not use those keys for firefoxes purposes is as follows:

as explained here

  • Go to about:config
  • Find accessibility.typeaheadfind.manual and set it to false.

you may need to restart the browser but it should then work

Happy commenting your code. 🙂


Forks, pull requests and code critiques are welcome!

  • Find a better way that doesnt require devs adding the TLRSE variable to their projects
  • Uniform viewer and editor
  • Comment the code


MIT licensed