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@tmbr/shader

v1.0.0

Published

A lightweight WebGL shader class, inspired by [standalone-shader](https://github.com/ayamflow/standalone-shader).

Readme

Shader

A lightweight WebGL shader class, inspired by standalone-shader.

npm install @tmbr/shader

Options

| Option | Type | Description | ---------- | ------------------- | ------------------------------ | canvas | HTMLCanvasElement | Canvas element to render to (defaults to creating one) | vertex | string | Vertex shader GLSL source (defaults to fullscreen triangle) | fragment | string | Fragment shader GLSL source (defaults to an animated gradient) | dpr | number | Device pixel ratio (defaults to 1) | render | function | Callback invoked on each frame with time in seconds, bound to shader instance | uniforms | object | Custom uniform definitions (see below)

Uniforms

Each uniform is defined with a type and value. The resolution (vec2) and time (float) uniforms are provided by default and can be overridden.

| Type | Value | ---------------------- | ------------------------------ | int | number | float | number | vec2, vec3, vec4 | number[] | mat2, mat3, mat4 | number[] | sampler2D | Image or HTMLCanvasElement

sampler2D texture uniforms support additional options:

| Option | Values | Default | -------- | --------------------------- | ------------- | wrapS | clamp, mirror, repeat | clamp | wrapT | clamp, mirror, repeat | clamp | filter | nearest, linear | linear | flipY | boolean | false

Methods

| Method | Description | ----------------------- | ------------------------------------------------------- | resize(width, height) | Resize the canvas (defaults to window width and height) | start() | Start the render loop | stop() | Stop the render loop | destroy() | Stop rendering and clean up all WebGL resources

Examples

import Shader from '@tmbr/shader';

const shader = new Shader({
  canvas: document.getElementById('canvas'),
  uniforms: {
    speed: {type: 'float', value: 2.0}
  },
  fragment: `
  precision highp float;
  uniform vec2 resolution;
  uniform float time;
  uniform float speed;

  void main() {
    vec2 st = gl_FragCoord.xy / resolution.xy;
    gl_FragColor = vec4(st, 0.5 + 0.5 * sin(time * speed), 1.0);
  }`
});

shader.resize();
shader.start();
// image texture
const image = new Image();
image.src = './texture.jpg';

const shader = new Shader({
  canvas: document.querySelector('canvas'),
  dpr: Math.min(window.devicePixelRatio, 2),
  uniforms: {
    img: {
      type: 'sampler2D',
      value: image,
      flipY: true
    }
  },
  fragment: `
  precision highp float;
  uniform vec2 resolution;
  uniform float time;
  uniform sampler2D img;

  void main() {
    vec2 st = gl_FragCoord.xy / resolution.xy;
    st.x += 0.05 * sin(10.0 * st.y + time * 2.0);
    gl_FragColor = texture2D(img, st);
  }`
});

shader.resize(400, 400);
shader.start();