p5.paper
v0.1.11
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A p5.js shader library for realistic paper textures, grain, color bleed, and blemishes.
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p5.paper
A p5.js shader library for realistic paper textures, grain, color bleed, and blemishes.
This repo currently contains:
- The core
p5Paperpost-processing class insrc/index.js - GLSL shaders in
src/shaders/paper.vertandsrc/shaders/paper.frag - A Vite-powered demo sketch using
main.jsandindex.html
Demo
Try the demo on OpenProcessing!
Development
Using a CDN (Quick Setup):
You can easily include the library without downloading or installing anything by adding a CDN link directly to your HTML <head>:
<!-- Using jsDelivr -->
<script src="https://cdn.jsdelivr.net/npm/p5.paper"></script>
<!-- OR using unpkg -->
<script src="https://unpkg.com/p5.paper"></script>Install dependencies and run the local demo server:
npm install
npm run devBuilding for Production
To compile the library shaders and logic into the dist/ folder for production use, run:
npm run buildThis will automatically generate both ES Module (p5.paper.es.js) and UMD (p5.paper.umd.js) formats.
Usage
Once built, or when installed via npm, you can pull the compiled files directly into your project.
Using ES Modules (Recommended for modern workflows like Vite/Webpack):
<script type="module">
import p5Paper from './dist/p5.paper.es.js';
// Initialize and use p5Paper in your sketch
</script>Traditional p5.js Example (Classic HTML <head> Inclusion):
For standard global p5.js projects, include the library in your <head> right after p5.js. Because this is a post-processing effect, you must draw your artwork to an off-screen buffer (createGraphics) and then pass that buffer to p5.paper.
Here is a complete, working example:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>My p5.paper Sketch</title>
<!-- 1. Load p5.js first -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.9.0/p5.min.js"></script>
<!-- 2. Load the p5.paper UMD file -->
<script src="./dist/p5.paper.umd.js"></script>
</head>
<body>
<script>
let paper;
let drawBuffer;
function setup() {
createCanvas(800, 600);
// 1. Create an off-screen buffer to draw your art
drawBuffer = createGraphics(width, height);
drawBuffer.background('#f4f1ea');
// 2. Initialize the p5.paper library globally
paper = new p5Paper(width, height);
}
function draw() {
// 3. Draw your artwork onto the buffer (NOT the main canvas)
if (mouseIsPressed) {
drawBuffer.noStroke();
drawBuffer.fill(20, 25, 30, 50);
drawBuffer.circle(mouseX, mouseY, 20);
}
// 4. Define your paper texture parameters
const params = {
tex: 0.15, // Procedural grooves (0 - 0.5)
grit: 0.30, // Blemishes/dirt (0 - 1.0)
grain: 0.12, // Micro grain (0 - 0.5)
vignette: 0.60, // Edge darkening (0 - 1.5)
bleed: 0.003 // Color bleed/chromatic effect (0 - 0.02)
};
// 5. Apply the shader effect to the buffer and draw to the main screen
let finalImage = paper.apply(drawBuffer, params);
image(finalImage, 0, 0);
}
</script>
</body>
</html>Blend Modes
The paper shader exposes multiple blend modes via the u_blend_mode uniform when combining the source image with a custom image texture:
- 0 – Multiply: Multiplies the source and image colors (
color * imgColor). - 1 – Lighten: Keeps the lighter value of each channel (
max(color, imgColor)). - 2 – Subtractive Darken: Darkens based on the inverse of the image’s red channel.
- 3 – Overlay: Multiplies dark areas and screens light areas (classic overlay blend).
- 4 – Screen: Inverts, multiplies, then inverts again (screen blend).
- 5 – Darken: Keeps the darkest value of each channel (
min(color, imgColor)). - 6 – Difference: Uses the absolute difference between source and image colors.
Effects
p5.paper exposes the following post-processing effects, controlled via the params object passed to paper.apply:
tex– Procedural grooves: Simulated paper fibers / grooves.grit– Grittiness / blemishes: Dirt, specks, and surface imperfections.grain– Micro grain: Fine-grain noise over the image.vignette– Vignette: Edge darkening from the center outward.bleed– Color bleed: Chromatic/color bleed effect on edges.imgTex– Image texture intensity: Strength of the custom seamless image map.imgScale– Image tiling scale: Tiling scale of the custom image map.
Using p5.paper with p5.brush
p5.brush is a natural drawing library for p5.js — pencils, charcoal, markers, watercolor fills, and hatch patterns. The two libraries complement each other naturally: p5.brush produces the artwork, p5.paper makes it feel like it was drawn on physical paper.
How they fit together
Because p5.brush requires a WEBGL canvas, and p5.paper applies its shader pass to a separate buffer, you need one extra surface — a WEBGL p5.Graphics buffer — that sits between the two:
p5.Graphics buffer (WEBGL)
└── brush draws into it via brush.load(pg)
└── paper.apply(pg, params) reads it as a texture
└── p.image(result, 0, 0) displays the composited outputLoading order
p5.brush ships as a UMD bundle that must be loaded as a plain <script> tag — it cannot be ES-module imported. p5.paper can be imported normally as an ES module. Load them in this order:
<!DOCTYPE html>
<html>
<head>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/lib/p5.min.js"></script>
<!-- p5.brush must be a plain script tag, not an ES module import -->
<script src="https://cdn.jsdelivr.net/npm/p5.brush"></script>
</head>
<body>
<script type="module" src="/main.js"></script>
</body>
</html>Then in your module file, reference brush from window and import p5.paper normally:
import p5 from 'p5';
import p5Paper from 'p5.paper';
const brush = window.brush;Complete working example
import p5 from 'p5';
import p5Paper from 'p5.paper';
const brush = window.brush;
const W = 700;
const H = 500;
const sketch = (p) => {
let pg; // WEBGL graphics buffer — brush draws here
let paper; // p5Paper reads from pg, outputs shader result
p.setup = () => {
// Tell p5.brush which p5 instance to use
brush.instance(p);
// Main canvas must be WEBGL — required by p5.brush
p.createCanvas(W, H, p.WEBGL);
p.imageMode(p.CORNER);
p.angleMode(p.DEGREES);
// Off-screen WEBGL buffer that brush will draw into
// p5.paper will read this as its source texture
pg = p.createGraphics(W, H, p.WEBGL);
pg.angleMode(p.DEGREES);
pg.background('#f4f1ea'); // paper base color
// Initialize p5.paper — pass p so it uses instance-mode createGraphics
paper = new p5Paper(W, H, p);
// Point brush at the offscreen buffer and draw your scene
brush.load(pg);
brush.scaleBrushes(4);
// CRITICAL: pg is a WEBGL buffer — its origin is the CENTER, not the
// top-left. Without this translate, all your coordinates are measured
// from the middle of the buffer and shapes appear off-screen or clipped.
pg.push();
pg.translate(-W / 2, -H / 2);
brush.noField();
brush.noClip();
p.randomSeed(42);
p.noiseSeed(42);
brush.set('HB', '#21313f', 1);
brush.noFill();
brush.line(60, 80, 420, 180);
p.randomSeed(43);
p.noiseSeed(43);
brush.noStroke();
brush.fill('#174d71', 90);
brush.circle(200, 320, 80);
pg.pop(); // restores the WEBGL origin
// Restore brush to the main canvas when done
brush.load();
p.noLoop();
};
p.draw = () => {
// WEBGL origin is center — shift to top-left coordinates
p.translate(-W / 2, -H / 2);
// Apply paper texture shader and draw to screen
const result = paper.apply(pg, {
tex: 0.15, // procedural paper grooves (0 – 0.5)
grit: 0.30, // blemishes / dirt (0 – 1.0)
grain: 0.12, // micro grain noise (0 – 0.5)
vignette: 0.60, // edge darkening (0 – 1.5)
bleed: 0.003, // chromatic color bleed (0 – 0.02)
});
p.image(result, 0, 0);
};
};
new p5(sketch);Key rules
pg.push()/pg.translate(-W / 2, -H / 2)/pg.pop()wraps all brush drawing — this is the most common gotcha.pgis a WEBGL buffer whose origin sits at the center, not the top-left. Every coordinate you pass tobrush.line(),brush.rect(),brush.circle()etc. is measured from that center. Without this translate, shapes that appear to be at(W * 0.7, H * 0.6)are actually off-screen, and only strokes that start near(0, 0)happen to land near the visible center. Wrapping withpg.push() / pg.translate(-W/2, -H/2) / pg.pop()makes all coordinates behave as expected top-left relative.brush.load(pg)before drawing,brush.load()after — brush must know which surface to target. Forgetting to restore withbrush.load()leaves brush pointed atpg, which will break anything drawn to the main canvas afterward.pgmust be WEBGL — p5.brush's blending system requires a WebGL2 context. Passing a 2D graphics buffer will throw.brush.scaleBrushes()should match your canvas size — the default brush sizes are calibrated for small canvases. At 700×500 usescaleBrushes(2), at 1200×1200 usescaleBrushes(4). Too small a scale and strokes render as invisible hairlines.new p5Paper(W, H, p)— the third argument tells p5.paper to usep.createGraphicsinstead of the global. This is required in instance mode and harmless in global mode.p.translate(-W / 2, -H / 2)at the top ofdraw()— the main canvas is also WEBGL, sop.image(result, 0, 0)needs the same origin shift or the output renders offset from the top-left corner.- p5.brush is a global, not an ES module — never do
import * as brush from 'p5.brush'. The npm package's entry point is the UMD dist bundle and ES module imports will fail silently or throw runtime errors. Always load it via<script>and access it aswindow.brush.
