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p5.paper

v0.1.11

Published

A p5.js shader library for realistic paper textures, grain, color bleed, and blemishes.

Downloads

1,027

Readme

npm version License: MIT


p5.paper

A p5.js shader library for realistic paper textures, grain, color bleed, and blemishes.

This repo currently contains:

  • The core p5Paper post-processing class in src/index.js
  • GLSL shaders in src/shaders/paper.vert and src/shaders/paper.frag
  • A Vite-powered demo sketch using main.js and index.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 dev

Building for Production

To compile the library shaders and logic into the dist/ folder for production use, run:

npm run build

This 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 output

Loading 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. pg is a WEBGL buffer whose origin sits at the center, not the top-left. Every coordinate you pass to brush.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 with pg.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 with brush.load() leaves brush pointed at pg, which will break anything drawn to the main canvas afterward.
  • pg must 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 use scaleBrushes(2), at 1200×1200 use scaleBrushes(4). Too small a scale and strokes render as invisible hairlines.
  • new p5Paper(W, H, p) — the third argument tells p5.paper to use p.createGraphics instead of the global. This is required in instance mode and harmless in global mode.
  • p.translate(-W / 2, -H / 2) at the top of draw() — the main canvas is also WEBGL, so p.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 as window.brush.