Passing variable from external JS file to Fragment Shader

In my tool that I am making using ThreeJs, I have an additional javascript functionality which is generating some variables (not fixed length), it could a single floating number or multiple that can be stored in an array and then I want to pass those variable to FRAGMENT SHADER code.
I know I can use in the form uniform float ### or uniform vec3/vec4 ###

So what I am doing is selecting a region with my mouse in my Javascript-based functionality and passing that information to Shader to have the same selection.

Any help or example would be appreciated.

I can’t understandad this question very clearly. If you want to pass uniforms to shaders from js code, you can make a ShaderMaterial with your own shader. Define uniforms in the material, and assign the uniform values by myShaderMaterial.uniforms.myVariable.value = myValue.

Yes, I know this way of passing. But in my case the variable length is not fixed; this is where the problem is. Sometimes it might be an array of length 7 or sometimes it might be of length 12. As far as I know, we cannot assign the uniform variable something dynamic. We have to initialize it with the number of variables we are passing through.

Hope you got my question.

Do you mean that your variable is an array? I have no experience on this, but it makes me think of lights. In fragment shader, we can get PointLight like this:

uniform PointLight pointLights[NUM_POINT_LIGHTS];
PointLight pointLight
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
    pointLight = pointLights[ i ];
}

It seems like that Three.js pass the lights by an array as this article said. Three.js has their way to create NUM_POINT_LIGHTS, I think you can create ARRAY_LENGTH dynamically too. But I don’t know how.:sweat_smile:

I googled about it and find this: three.js - pass array data to shader in threeJS - Stack Overflow
Hope it helps.

This problem was already discussed at stackoverflow:

Short answer: GLSL does not allow varying array sizes. The mentioned SSBOs do not exist in WebGL.