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@sohne/shader.vista

v0.0.6

Published

A versatile WebGL renderer designed with multipass support in mind.

Downloads

17

Readme

SOHNE | Shader.Vista

NPM version PR Welcome

Shader.Vista is a lightweight WebGL rendering library designed to make it easy to work with WebGL fragment shaders, passes, and textures. It integrates seamlessly with React for modern web development.

Features

  • Simple API for setting up WebGL rendering contexts
  • Support for multiple rendering passes and shaders
  • Integration with React for easy use in web applications

Installation

You can install Shader.Vista via npm:

npm install @sohne/shader.vista

or via yarn:

yarn add @sohne/shader.vista

Usage

Basic Usage

Here’s a simple example to get you started:

import React, { useRef, useEffect } from 'react';
import WebGLRenderer from '@sohne/shader.vista';

// Main React functional component
const App = () => {
  const canvasRef = useRef<HTMLCanvasElement>(null);  // Reference to the canvas element
  const rendererRef = useRef<WebGLRenderer>();  // Reference to the WebGL renderer

  useEffect(() => {
    rendererRef.current = new WebGLRenderer(canvasRef.current);  // Initialize the renderer with the canvas element
    const passes = {
      passes: [
        {
          name: "bufferA",
          fragmentShader: `
            #ifdef GL_ES
            precision mediump float;
            #endif

            uniform vec2 u_resolution;
            uniform float u_time;
            uniform vec2 u_mouse;

            float sdCircle(in vec2 p, in float r) {
              return length(p) - r;
            }

            void main() {
              vec2 p = (2. * gl_FragCoord.xy - u_resolution.xy) / u_resolution.y;
              vec2 m = (2. * u_mouse.xy - u_resolution.xy) / u_resolution.y;
              vec3 color = vec3(.0);
              float d = sdCircle(p - m, .125);
              color = mix(color, vec3(1.), 1.0 - smoothstep(0.0, 0.01, d));
              gl_FragColor = vec4(color, 1.);
            }
          `,
          textures: [],
        },
        {
          name: "bufferB",
          fragmentShader: `
            precision highp float;
            uniform sampler2D u_texture0;
            uniform vec2 u_resolution;
            void main() {
              vec2 uv = gl_FragCoord.xy / u_resolution;
              vec4 color = texture2D(u_texture0, uv);
              float smoothValue = smoothstep(0.0, 1.0, color.r);
              gl_FragColor = vec4(smoothValue, 0.0, 0.0, 1.0);
            }
          `,
          textures: ["bufferA"],
        },
        {
          name: "MainBuffer",
          fragmentShader: `
            precision highp float;
            uniform sampler2D u_texture0;
            uniform vec2 u_resolution;
            void main() {
              vec2 uv = gl_FragCoord.xy / u_resolution;
              vec4 color = texture2D(u_texture0, uv);
              gl_FragColor = color;
            }
          `,
          textures: ["bufferB"],
        },
      ],
      textures: [],
    };
    rendererRef.current.setup(passes);  // Setup the renderer with the passes
    requestAnimationFrame(rendererRef.current.render);  // Start the rendering loop
  }, []);

  // Render the canvas element
  return <canvas ref={canvasRef} width={800} height={600} />;
};

export default App;

Advanced Usage

For more advanced usage, such as adding multiple passes and using textures, refer to the API documentation ~in a near future~.

Contributing

Contributions are welcome! Please open an issue or submit a pull request on GitHub.