Note
This is one of 199 standalone projects, maintained as part of the @thi.ng/umbrella monorepo and anti-framework.
🚀 Please help me to work full-time on these projects by sponsoring me on GitHub. Thank you! ❤️
GLSL code generator for @thi.ng/shader-ast. Currently supports GLSL ES 1.00 (WebGL) & GLSL ES 3.00 (WebGL 2).
This package is also used for shader assembly by @thi.ng/webgl.
STABLE - used in production
Search or submit any issues for this package
- @thi.ng/shader-ast-js - Customizable JS codegen, compiler & runtime for @thi.ng/shader-ast
- @thi.ng/shader-ast-stdlib - Function collection for modular GPGPU / shader programming with @thi.ng/shader-ast
- @thi.ng/webgl - WebGL & GLSL abstraction layer
yarn add @thi.ng/shader-ast-glsl
ESM import:
import * as glsl from "@thi.ng/shader-ast-glsl";
Browser ESM import:
<script type="module" src="https://esm.run/@thi.ng/shader-ast-glsl"></script>
For Node.js REPL:
const glsl = await import("@thi.ng/shader-ast-glsl");
Package sizes (brotli'd, pre-treeshake): ESM: 1.30 KB
Note: @thi.ng/api is in most cases a type-only import (not used at runtime)
Six projects in this repo's /examples directory are using this package:
Screenshot | Description | Live demo | Source |
---|---|---|---|
2D canvas shader emulation | Demo | Source | |
HOF shader procedural noise function composition | Demo | Source | |
WebGL & JS canvas2D raymarch shader cross-compilation | Demo | Source | |
WebGL & JS canvas 2D SDF | Demo | Source | |
WebGL & Canvas2D textured tunnel shader | Demo | Source | |
Entity Component System w/ 100k 3D particles | Demo | Source |
import { assign, defMain, output, program, uniform, vec4 } from "@thi.ng/shader-ast";
import { GLSLVersion, targetGLSL } from "@thi.ng/shader-ast-glsl";
const glsl = targetGLSL({
// target WebGL2
version: GLSLVersion.GLSL_300,
// emit #version pragma
versionPragma: true,
// fragment shader
type: "fs",
// custom prelude
prelude: `
// custom GLSL source string injection, e.g.
#define PI 3.1415926`
});
let color: Vec3Symbol;
let fragColor: Vec4Symbol;
glsl(
program([
color = uniform("vec3", "color"),
fragColor = output("vec4", "fragColor", { loc: 0 }),
defMain(()=> [
assign(fragColor, vec4(color, 1))
])
])
)
#version 300 es
// custom GLSL source string injection, e.g.
#define PI 3.1415926
uniform vec3 color;
layout(location=0) out vec4 fragColor;
void main() {
fragColor = vec4(color, 1.0);
}
If this project contributes to an academic publication, please cite it as:
@misc{thing-shader-ast-glsl,
title = "@thi.ng/shader-ast-glsl",
author = "Karsten Schmidt",
note = "https://thi.ng/shader-ast-glsl",
year = 2019
}
© 2019 - 2024 Karsten Schmidt // Apache License 2.0