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compress-shader-literals

v1.3.9

Published

✂️ Strip comments & whitespace from GLSL/WGSL shader literals in your JS/TS at build time — any bundler, no toolchain, no runtime cost.

Readme

compress-shader-literals

Size matters. Strip everything strippable from your GLSL & WGSL shaders at build time.

⭐ Star this repository to support development and help others discover it.

npm version minzipped size npm downloads license

A tiny build-time minifier for GLSL & WGSL shaders written as template literals in your JS/TS. Strips comments + whitespace — any bundler, no renaming, no toolchain, no runtime cost.

Alt Preview

Install

bun add -d compress-shader-literals

About

  • Removes comments, collapses whitespace, joins statements, and trims space around delimiters. Whitespace and comments only.
  • No renaming, no dead-code removal, no operator-space removal — output stays valid.
  • Runs before your bundler's own minifier.

Usage

One unplugin plugin, same API for every bundler:

import { compressShaderLiterals } from 'compress-shader-literals';

// vite.config.js
export default { plugins: [compressShaderLiterals.vite({ outputRatio: true })] };

For Rollup, webpack, esbuild, Rspack, Rolldown or Farm, call the matching method — .rollup(), .webpack(), .esbuild(), .rspack(), .rolldown(), .farm() — with the same options.

Finds tagged and comment-prefixed literals. The comment form keeps editor syntax highlighting:

const vert = glsl`
  // vertex shader  ← stripped
  precision highp float;
  void main() { gl_Position = vec4(0.0); }
`;

const frag = /* wgsl */ `
  /* fragment */
  fn main() {}
`;

Options

| Option | Default | Description | | ---------------- | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ | | tags | ['glsl', 'wgsl', 'shader'] | Tag names / comment markers to match | | scan | 'ast' | 'ast' parses the file with Babel; 'loose' matches by regex — see below | | include | [/\.[mc]?[jt]sx?$/] | Files to process — the JS/TS family Babel can parse | | exclude | [/node_modules/, /dist/] | Files to skip — dependencies are skipped by default | | outputRatio | false | Print a bytes-saved summary after build | | transform | built-in minifyShader | Custom minifier — (shader: string) => string | | transformBatch | none | Batch minifier — (shaders: string[]) => string[] \| Promise<string[]>, one call per module, all its literals at once; wins over transform when set | | debug | false | Log each file's discovered literals to the console | | validate | false | Re-parse each changed shader and warn on build if one stops parsing |

validate: true — re-parses every shader the plugin touches, before and after, and warns (via the bundler's normal warning channel) if one stopped parsing. Needs @shaderfrog/glsl-parser (GLSL) and/or wgsl_reflect (WGSL) installed — both are optional peer dependencies, loaded lazily so builds that don't opt in never pay for them:

compressShaderLiterals.vite({ validate: true });

scan: 'loose' — for files Babel can't parse (anything that isn't plain JS/TS: Svelte components, Astro components, etc). Instead of a whole-file AST parse, it matches the same tagged/comment-prefixed literal shapes by regex. Opt in and point include at the files yourself — there's no whole-file syntax guarantee, so a match is only touched once its content also looks like a real shader:

compressShaderLiterals.vite({ scan: 'loose', include: [/\.svelte$/] });

Programmatic API — the core helpers are exported for tooling authors (validators, ESLint rules, CLIs), no plugin required:

import { extractShaderLiterals, extractShaderLiteralsLoose, minifyShader } from 'compress-shader-literals';

extractShaderLiterals('const v = glsl`void main() {}`');
// → [{ tag: 'glsl', value: 'void main() {}', start: 14, end: 30 }]

extractShaderLiteralsLoose('<script>const v = glsl`void main() {}`</script>');
// → same shape, found by regex instead of a Babel parse

minifyShader('// comment\nvoid  main() {}'); // → 'void main() {}'

Stats

Real shaders shipped by popular libraries, run through the built-in minifier:

| Package | Shaders | Before | After | Saved | Net after Brotli | | ----------------------------- | ------: | ----------: | ----------: | --------: | ---------------: | | vtk.js | 142 | 276,617 B | 157,780 B | 43.0% | +39.5% | | three-stdlib | 370 | 429,350 B | 266,774 B | 37.9% | +35.5% | | curtainsjs | 7 | 3,406 B | 2,290 B | 32.8% | +10.4% | | hydra-synth | 15 | 3,852 B | 2,591 B | 32.7% | +17.9% | | cesium | 546 | 951,897 B | 649,851 B | 31.7% | +32.6% | | troika-three-utils | 4 | 168 B | 120 B | 28.6% | +32.3% | | shader-park-core | 18 | 10,794 B | 7,863 B | 27.2% | +19.7% | | pixi.js | 162 | 75,768 B | 55,260 B | 27.1% | +16.3% | | @luma.gl/shadertools | 24 | 149,192 B | 109,615 B | 26.5% | +29.9% | | three | 281 | 240,906 B | 181,942 B | 24.5% | +25.5% | | ogl | 22 | 6,109 B | 4,821 B | 21.1% | +9.1% | | playcanvas | 856 | 1,297,844 B | 1,025,421 B | 21.0% | +49.1% | | deck.gl | 132 | 242,113 B | 195,406 B | 19.3% | +31.1% | | @paper-design/shaders | 30 | 142,466 B | 118,204 B | 17.0% | +8.9% | | @deck.gl/layers | 104 | 223,902 B | 192,483 B | 14.0% | +32.4% | | @deck.gl/core | 40 | 17,746 B | 15,494 B | 12.7% | +9.1% | | @deck.gl/aggregation-layers | 56 | 43,713 B | 38,382 B | 12.2% | +25.3% | | @luma.gl/engine | 29 | 11,357 B | 10,206 B | 10.1% | +3.1% | | @babylonjs/core | 349 | 669,740 B | 660,843 B | 1.3% | +2.1% | | postprocessing | 136 | 179,705 B | 179,705 B | 0.0% | +0.0% | | Total | 3323 | 4,976,645 B | 3,875,051 B | 22.1% | — |

2477/3323 parseable shaders. ✅ Verified 2026-07-19. How this is measured

How it works

  1. Parses each matched file with Babel — .js, .jsx, .ts, .tsx, .mjs, .cjs, .mts, .cts by default. scan: 'loose' skips the parse and matches by regex instead, for files Babel can't parse.
  2. Finds tagged (glsl`…`) and comment-prefixed (/* glsl */ \…`) literals, skipping any with ${…}` interpolation.
  3. Strips comments, collapses whitespace, and joins statements onto one line — keeping real newlines around # preprocessor directives and \ line-continuations (which are newline-sensitive). Whitespace hugging a delimiter (( ) { } ; ,) is removed entirely; whitespace around operators (and =, to stay WGSL-generic-safe) is preserved, so adjacent tokens never merge.
  4. Rewrites the literal in place with magic-string, so sourcemaps stay intact.
  5. Runs as a pre transform, so your bundler's own minifier still sees the result.

Issues & compatibility

If you run into any problems — wrong output, a shader pattern that isn't picked up, or a library that doesn't play nicely — please open an issue or just mention which library you're using and I'll add it to the test suite.

License

MIT © jayF0x