GitHub - zachwinter/fragment-shader: A lightweight, performant WebGL fragment sh...
source link: https://github.com/zachwinter/fragment-shader
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fragment-shader
This project owns two primary features: a minimalist shader renderer and a live code editor (try it here!).
•
/classes/Shader.ts
– A lightweight & highly performant WebGL fragment shader renderer written in TypeScript.
- Appx.
3kb
(gzipped). - Phenomal performance characteristics, both in rendering speed and in memory consumption.
- Extremely minimal taxing of the garbage collector.
- Certified jank-free – if your experience differs, please let me know!
- Zero-configuration instantiation (see
Shader.ts
section for details on all default behaviors).
•
/classes/Editor.ts
– A live, in-browser GLSL code editor implemented with Codemirror, synced with an instance ofShader.ts
.
- Appx.
165kb
(gzipped). - Live rendering! Shader re-renders on every keystroke.
- Smart syntax highlighting and bracket matching.
- Realtime autocomplete surfaces GLSL keywords, uniform names & more as you write your shader.
- Shader compilation errors surface in the editor on relevant lines.
ShaderToy
support! Paste your favorite shaders into the editor (work in progress).
Installation ( NPM )
npm install --save fragment-shader
To begin let's look at the core renderer, found in /classes/Shader.ts
.
Shader.ts
Note there are several plugins in modern IDEs (VSCode, etc.) that enable GLSL syntax highlighting within template literals by prefacing them with
/*glsl*/
– doesn't seem to work on GitHub though.
Bare Bones Implementation
import { Shader } from 'fragment-shader';
const glsl = /*glsl*/ `
void main () {
gl_FragColor = vec4(.8, .2, .7, 1.);
}
`;
const shader = new Shader(glsl);
The above code example instantiates an instance of the Shader
class and passes it but a single paramter: a string
containing your fragment shader code. By default, the Shader
class will instantiate a <canvas>
element and append it directly to the <body>
. The <canvas>
will then be sized to match the size of the browser window (and the display's pixel density). Given the default configuration value of fillViewport
being true
, An event listener is then created for the resize
event on the browser window, allowing the renderer and its <canvas>
to resize according to the browser window changing size or orientation. Then, after bootstrapping a webgl2
rendering context, it prepares all internals (including compiling your shader) before finally initializing an internal requestAnimationFrame
loop, syncing the rendering animation to the native refresh rate of the display. There are two methods on the shader instance for controlling rendering playback:
// Cancel the `requestAnimationFrame` loop.
shader.stop();
// Resume the `requestAnimationFrame` loop.
shader.start();
Configured Implementation
If you wish for the renderer to behave differently than its default configuration, you can do so by passing the constructor a configuration object. The object's shape (and its default values) look like this:
import { Shader, type ShaderConfig } from 'fragment-shader';
const config: ShaderConfig = {
shader: /*glsl*/ `
void main () {
gl_FragColor = vec4(.8, .2, .7, 1.);
}
`,
target: document.body,
uniforms: [],
width: window.innerWidth,
height: window.innerHeight,
dpr: window.devicePixelRatio,
fillViewport: true,
onSuccess: () => {},
onError: () => {},
animate: true,
debug: false,
};
const shader = new Shader(config);
Note If you explicitly set
width
orheight
, the renderer setsfillViewport
tofalse
.
If you become accustomed to the shader being the first argument of the constructor, you can instantiate this way:
import { Shader, type ShaderConfig } from 'fragment-shader';
const config: ShaderConfig = { ... }
const shader = new Shader(/*glsl*/ `
void main () {
gl_FragColor = vec4(.8, .2, .7, 1.);
}
`, config);
Note If you set
animate
tofalse
, the shader will render its initial frame, but from thereon out you will be responsible for calling thetick()
method on the Shader if you wish to update it – for example, within arequestAnimationFrame
loop:
import { Shader, type ShaderConfig } from 'fragment-shader';
const config: ShaderConfig = {
shader: /*glsl*/ `
void main () {
gl_FragColor = vec4(.8, .2, .7, 1.);
}
`,
animate: false,
};
const shader = new Shader(config);
const tick = (now: DOMHighResTimeStamp) => {
requestAnimationFrame(tick);
shader.tick(now);
};
requestAnimationFrame(tick);
Uniforms
We can pass any number of Uniform
values to our shaders. Uniforms passed to the Shader
class are automatically injected into our shaders without having to define them explicitly. The renderer expects an array of uniforms, each of type UniformValue
. The first index ([0]
) of a UniformValue
defines its name
, the second ([1]
) defines its type
, and the third ([2]
) defines its value
.
Note Please note that uniforms of type
bool
are unique in that their values aren't contained within an array.
import { Shader, type UniformValue } from 'fragment-shader';
const zoom: UniformValue = ['zoom', 0, [2.5]];
const color: UniformValue = ['color', 3, [0.8, 0.2, 0.6]];
const warp: UniformValue = ['warp', 1, false];
const shader = new Shader({
shader: /*glsl*/ `
void main () {
gl_FragColor = vec4(color, 1.);
}
`,
uniforms: [zoom, color, warp],
});
Types are mapped as follows:
const SHADER_TYPE_MAP = {
0: 'float',
1: 'bool',
2: 'vec2',
3: 'vec3',
4: 'vec4',
};
Updating / Cleanup
// Update a uniform value.
shader.setUniform('color', [0.1, 0.6, 0.9]);
// Rebuild with a new shader.
shader.rebuild({ shader, uniforms });
// Destroy shader instance, elements, and event handlers.
shader.destroy();
Editor.ts
Instantiating an Editor
should feel familiar after working with the Shader
class:
import { Editor, type EditorConfig } from 'fragment-shader';
const config: EditorConfig = {
shader: /*glsl*/ `
void main () {
gl_FragColor = vec4(.8, .2, .7, 1.);
}
`,
uniforms: []
target: document.body,
width: window.innerWidth,
height: window.innerHeight,
dpr: window.devicePixelRatio,
fillViewport: true,
showLineNumbers: true,
showErrors: true,
onError: () => {},
onSuccess: () => {},
onUpdate: () => {},
};
const editor = new Editor(config);
An Editor
shares several Shader
methods:
// Cancel the `requestAnimationFrame` loop.
editor.stop();
// Resume the `requestAnimationFrame` loop.
editor.start();
// Update a uniform value.
editor.setUniform('warp', false);
// Rebuild with a new shader.
editor.rebuild({ shader, uniforms });
// Destroy instance.
editor.destroy();
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