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micugl

v0.0.13

Published

Micu gl - Small React shader library

Readme

micugl

miccull's shader library for simple React shaders.

Includes a WebGL manager, core utilities, and two React components for single‑pass and ping‑pong shaders.

Install

npm install micugl
# or
bun add micugl

Getting Started

import React from "react";
import { BaseShaderComponent, createShaderConfig } from "micugl";

import vertexShader from "./shaders.vert";
import fragmentShader from "./shaders.frag";

const shaderConfig = createShaderConfig({
  vertexShader,
  fragmentShader,
  uniformNames: {
    u_myColor: "vec3",
  },
});

export default function App() {
  return (
    <BaseShaderComponent
      programId="my-shader"
      shaderConfig={shaderConfig}
      uniforms={{
        time: { type: "float", value: (t) => t * 0.001 },
        resolution: {
          type: "vec2",
          value: () => [window.innerWidth, window.innerHeight],
        },
        myColor: { type: "vec3", value: [1, 0, 0] },
      }}
      style={{ width: "100vw", height: "100vh" }}
    />
  );
}

Core

  • WebGLManager
    Low‑level wrapper around WebGLRenderingContext.

    • new WebGLManager(canvas, options?)
    • createProgram(id, config) → compile/link shaders
    • createBuffer(programId, attribute, data)
    • setUniform(programId, name, value, type)
    • prepareRender(programId, { clear?, clearColor? })
    • drawArrays(...), drawElements(...)
    • fbo: FBOManager for ping‑pong framebuffers
  • createShaderConfig

    • Builds a ShaderProgramConfig with defaults (u_time, u_resolution).
    • createShaderConfig({ vertexShader, fragmentShader, uniformNames?, attributeConfigs? })
  • Utilities

    • FBOManager for multi‑render targets
    • Passes / Postprocessing to sequence render passes

React Components

BaseShaderComponent

| Prop | Type | Notes | | ------------------- | ------------------------------------------- | ----------------------------- | | programId | string | identifier for the shader | | shaderConfig | ShaderProgramConfig | from createShaderConfig | | uniforms | { [name]: { type: UniformType; value } } | static value or updater fn | | renderOptions | { clear?: boolean; clearColor?: [r,g,b,a] } | default clears to black | | useFastPath | boolean | skip callback for simple draw | | useDevicePixelRatio | boolean | adapt canvas to DPR |

BasePingPongShaderComponent

| Prop | Type | Notes | | --------------------- | ----------------------------------------------- | ----------------------------------- | | programId | string | first‑pass shader | | secondaryShaderConfig | ShaderProgramConfig | ping‑pong second pass | | iterations | number (default 1) | update/display cycles | | uniforms | { [name]: { type; value } } | for primary pass | | secondaryUniforms | { [name]: { type; value } } | for secondary pass | | framebufferOptions | { width; height; textureCount; textureOptions } | default full‑canvas two‑texture FBO |

Hooks

  • useUniformUpdaters(programId, uniforms) → React memoized uniform updaters
  • usePingPongPasses(options) → { passes, framebuffers } for engine
  • useDarkMode() → boolean dark‑mode flag