# Is there a description of the tsl commands?

**URL:** <https://discourse.threejs.org/t/is-there-a-description-of-the-tsl-commands/54171>\
**Category:** Questions\
**Tags:** threejs-shader-language\
**Created:** [July 21, 2023, 9:24pm UTC](https://discourse.threejs.org/t/is-there-a-description-of-the-tsl-commands/54171 "2023-07-21T21:24:46Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![trusktr](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/trusktr/32/13726_2.png) [@trusktr](https://discourse.threejs.org/u/trusktr)\
**Post date:** [September 22, 2023, 7:51pm UTC](https://discourse.threejs.org/t/is-there-a-description-of-the-tsl-commands/54171/6 "2023-09-22T19:51:28Z")

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> [@Attila\_Schroeder](#):
>
> I can recreate everything I have done so far in WebGL in WGSL

Interesting to know. Do the nodes cover every aspect of WGSL? Or do you write custom nodes using WGSL as well? Seems like TSL would be an alternative “syntax” for cases where you might write a new node.

I see how the operators are terser and less verbose. I wonder though, if the following would be of a substantial value that outweighs writing code in plain WGSL (thinking along the lines of glslify and reusable libs, but in this case JS code):

> [@Why TSL (three.js shading language) is so interesting!](https://discourse.threejs.org/t/why-tsl-three-js-shading-language-is-so-interesting/56306):
>
> TSL is a way of writing WebGPU shaders with JavaScript instead of WGSL directly. Example: [https://threejs.org/examples/#webgpu\_tsl\_editor](https://threejs.org/examples/#webgpu_tsl_editor) What I find interesting, which is not shown yet in any example, is the possibility of shipping “shader code” in the form of JavaScript modules and publishing them on NPM, then being able to import shader libs with standard JavaScript import syntax. f.e. import {someSpecialAnimationOrSomething} from 'my-cool-shader-lib' const finalColor = someSpecialAnimat…

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