glsl-pipeline
v4.1.0
Published
Prototype complex pipelines directly from a single shader by branching it into stages using React Three Fiber/React.
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GlslPipeline 🖌📦
GlslPipeline is a class that allows quick prototyping of pipelines directly from a single shader by branching it into different special stages using #if
, #elif
, #else
, define flags. It also allows you to handle multiple buffers and post-processing passes using keywords (defines) such as BUFFERS
, DOUBLE_BUFFERS
, BACKGROUND
and POSTPROCESSING
.
GlslPipeline also handles some basic uniforms such as u_resolution
, u_mouse
, u_time
, u_delta
and u_frame
. And uniforms specific for 3D Scenes such as u_camera
, u_cameraDistance
, u_cameraNearClip
, u_cameraFarClip
, u_viewMatrix
, u_perspectiveMatrix
, u_light
, u_lightColor
, u_lightIntensity
, u_lightShadowMap
, u_lightMatrix
, u_cubeMap
, u_SH
, u_scene
, u_sceneDepth
, etc.
All these specs are based 100% on the glslViewer workflow and are designed so you can start your prototypes there and then port them to WebGL using ThreeJS in a few seconds by just loading your shader code in GlslPipeline.
It supports both Vanilla and React! Typescript also supported!
Install, load and run your shader
Through your terminal install the package:
npm install glsl-pipeline --save
Render Main
If you are not using geometry, you just create a new instance of GlslPipeline, load your shader, and start rendering it:
import { GlslPipeline } from 'glsl-pipeline';
const renderer = new WebGLRenderer();
const sandbox = new GlslPipeline(renderer, {
// Optional uniforms object to pass to the shader
u_color: { value: new Vector3(1.0, 0.0, 0.0) },
u_speed: { value: 0.5 },
...
});
sandbox.load(fragment_shader);
const draw = () => {
sandbox.renderMain();
requestAnimationFrame(draw);
};
const resize = () => {
sandbox.setSize(window.innerWidth, window.innerHeight);
};
window.addEventListener("resize", resize);
resize();
draw();
import { GlslPipelineReact, useGlslPipeline } from 'glsl-pipeline/r3f'
function MainShader(props){
const shaderRef = React.useRef();
const fragmentShader = React.useMemo(() => `varying vec4 v_texcoord;
uniform float u_time;
void main(void){
gl_FragColor = vec4(vec3(mod(u_time, 3.)), 1.);
}`);
useGlslPipeline(({ uniforms }, { size }) => {
// This hook runs on render (60 fps)
console.log("Get current uniforms:", uniforms);
console.log("useThree() states:", size);
}, shaderRef);
return (
<GlslPipelineReact ref={shaderRef} type={"main"} fragmentShader={fragmentShader} {...props} />
)
}
function App() {
return (
<Canvas>
<MainShader />
</Canvas>
)
}
export default App
Render Geometry
If you want to use geometry you will need to create a scene and a camera, provide a vertex and fragment shader and then render the scene using renderScene
method:
💡 React Note: You don't have to set
renderScene
in react. By default, the props fortype='scene'
will handle automatically on render the scene.
import { GlslPipeline } from 'glsl-pipeline';
const renderer = new WebGLRenderer();
const glsl_sandbox = new GlslPipeline(renderer, {
// Optional uniforms object to pass to the shader
u_color: { value: new Vector3(1.0, 0.0, 0.0) },
u_speed: { value: 0.5 },
...
});
glsl_sandbox.load(shader_frag, shader_vert);
// Create your scene and use the main material shader
const camera = new PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100);
const mesh = new Mesh(new BoxGeometry(1, 1, 1), glsl_sandbox.material);
const scene = new Scene();
scene.add(mesh);
const draw = () => {
glsl_sandbox.renderScene(scene, cam);
requestAnimationFrame(draw);
};
const resize = () => {
sandbox.setSize(window.innerWidth, window.innerHeight);
};
window.addEventListener("resize", resize);
resize();
draw();
import { GlslPipelineReact, useGlslPipeline } from 'glsl-pipeline/r3f'
function MainShader(props){
const shaderRef = React.useRef();
const fragmentShader = React.useMemo(() => `varying vec4 v_texcoord;
uniform float u_time;
void main(void){
gl_FragColor = vec4(vec3(mod(u_time, 3.)), 1.);
}`);
useGlslPipeline(({ uniforms }, { size }) => {
// This hook runs on render (60 fps)
console.log("Get current uniforms:", uniforms);
console.log("useThree() states:", size);
}, shaderRef);
return (
<mesh>
<planeGeometry args={[10, 10, 10, 10]} />
<GlslPipelineReact ref={shaderRef} fragmentShader={fragmentShader} {...props} />
</mesh>
)
}
function App() {
return (
<Canvas>
<MainShader />
</Canvas>
)
}
React Advance Render
For React, you can run render manually by setting the autoRender={false}
. Typescript also supported
import { GlslPipelineReact, useGlslPipeline } from 'glsl-pipeline/r3f'
function MainShader(props){
const shaderRef = React.useRef();
const secondShaderRef = React.useRef();
const fragmentShader = React.useMemo(() => `varying vec4 v_texcoord;
uniform float u_time;
void main(void){
gl_FragColor = vec4(vec3(mod(u_time, 3.)), 1.);
}`);
useGlslPipeline((props, state) => {
// This hook runs on render (60 fps)
// This will run on second priority
secondShaderRef.current.renderScene(state.scene, state.camera);
}, secondShaderRef, 2);
useGlslPipeline((props, state) => {
// This hook runs on render (60 fps)
// This will run first!
shaderRef.current.renderMain();
}, shaderRef, 1);
return (
<>
<group>
<mesh>
<planeGeometry args={[10, 10, 10, 10]} />
<GlslPipelineReact ref={shaderRef} fragmentShader={fragmentShader} autoRender={false} {...props} />
</mesh>
</group>
<group>
<mesh>
<planeGeometry />
<GlslPipelineReact ref={secondShaderRef} fragmentShader={fragmentShader} type={"scene"} autoRender={false} {...props} />
</mesh>
</group>
</>
)
}
function App() {
return (
<Canvas>
<MainShader />
</Canvas>
)
}
import { GlslPipelineReact, useGlslPipeline } from 'glsl-pipeline/r3f'
import { GlslPipelineClass } from 'glsl-pipeline/types'
function MainShader(props){
const shaderRef = React.useRef<GlslPipelineClass | null>(null);
const secondShaderRef = React.useRef<GlslPipelineClass | null>(null);
const fragmentShader = React.useMemo(() => `varying vec4 v_texcoord;
uniform float u_time;
void main(void){
gl_FragColor = vec4(vec3(mod(u_time, 3.)), 1.);
}`);
useGlslPipeline((props, state) => {
// This hook runs on render (60 fps)
// This will run on second priority
secondShaderRef.current.renderScene(state.scene, state.camera);
}, secondShaderRef, 2);
useGlslPipeline((props, state) => {
// This hook runs on render (60 fps)
// This will run first!
shaderRef.current.renderMain();
}, shaderRef, 1);
return (
<>
<group>
<mesh>
<planeGeometry args={[10, 10, 10, 10]} />
<GlslPipelineReact ref={shaderRef} fragmentShader={fragmentShader} autoRender={false} {...props} />
</mesh>
</group>
<group>
<mesh>
<planeGeometry />
<GlslPipelineReact ref={secondShaderRef} fragmentShader={fragmentShader} type={"scene"} autoRender={false} {...props} />
</mesh>
</group>
</>
)
}
function App() {
return (
<Canvas>
<MainShader />
</Canvas>
)
}
Shader Material Options
Now you can add more options into the GlslPipeline
& GlslPipelineReact
as example below:
import { GlslPipeline } from 'glsl-pipeline';
import * as THREE from 'three';
const renderer = new WebGLRenderer();
const sandbox = new GlslPipeline(renderer, {
// Optional uniforms object to pass to the shader
u_color: { value: new Vector3(1.0, 0.0, 0.0) },
u_speed: { value: 0.5 },
...
},{
side: THREE.DoubleSide,
wireframe: true
});
sandbox.load(fragment_shader);
const draw = () => {
sandbox.renderMain();
requestAnimationFrame(draw);
};
const resize = () => {
sandbox.setSize(window.innerWidth, window.innerHeight);
};
window.addEventListener("resize", resize);
resize();
draw();
import { GlslPipelineReact, useGlslPipeline } from 'glsl-pipeline/r3f'
import * as THREE from 'three';
function MainShader(props){
const shaderRef = React.useRef();
const fragmentShader = React.useMemo(() => `varying vec4 v_texcoord;
uniform float u_time;
void main(void){
gl_FragColor = vec4(vec3(mod(u_time, 3.)), 1.);
}`);
useGlslPipeline(({ uniforms }, { size }) => {
// This hook runs on render (60 fps)
console.log("Get current uniforms:", uniforms);
console.log("useThree() states:", size);
}, shaderRef);
return (
<mesh>
<planeGeometry args={[10, 10, 10, 10]} />
<GlslPipelineReact wireframe side={THREE.DoubleSide} ref={shaderRef} fragmentShader={fragmentShader} {...props} />
</mesh>
)
}
function App() {
return (
<Canvas>
<MainShader />
</Canvas>
)
}
GlslPipelineReact
Properties
| Properties | Type | Available Values | Default Value | Description |
| ---------- | ---- | ---------------- | ------------- |----------- |
| ref | React.Ref | useRef
| createRef
| undefined | You can get GlslPipeline
class returned to this React.ref
reference. (NOTE: If you share the same React.ref
reference, the GlslPipeline
class will be used on the same reference with the same material so that you can chain the material/reference value in one single render.) |
| type | string | 'main' | 'scene' | 'scene' | To determine how GlslPipeline
will render. |
| uniforms | object | none | - | You can insert your own uniforms here. |
| fragmentShader | string | none | - | You must insert your own fragmentShader string here. |
| vertexShader | string | none | getPassThroughVertexShader() | This is optional either you can insert your own vertexShader or just leave it empty. |
| branch | string | Array<string> | none | - | To branch the material using #define
glsl. This is useful if you wish to clone ShaderMaterial on specific define set here. Similar function to branchMaterial
in GlslPipeline
class. You may refer material. (NOTE: It will uppercase the string of your defined name.) |
| resize | boolean | true | false | true | Automatically resize GlslPipelineReact
or not. |
| autoRender | boolean | true | false | true | Automatically render GlslPipelineReact
or not. |
| renderPriority | number | any number | 0 | useFrame
render priority value as refer to this documentation
| ...props | THREE.ShaderMaterialParameters | { [key: string]: any } | - | This is an options value for ShaderMaterial
class. You can refer more parameters here for ShaderMaterialParameters & MaterialParameters
useGlslPipeline
Hook
As refer to the above example, the useGlslPipeline
hook will send you all the GlslPipeline
properties with useThree
states so that you can manipulate the uniforms directly from there.
⚠️ WARNING: This hook executed 60fps! Watch out when set any value in the hook callback. Preferable use
useRef
value due to that invisible to React render.
import { useGlslPipeline } from 'glsl-pipeline/r3f'
useGlslPipeline((props, state) => {
// This hook runs on render (60 fps)
shaderRef.current.renderMain();
}, shaderRef, 1);
| Argument | Type | Description | | -------- | ---- | ----------- | | callback | (props: GlslPipelineProperties, state: ReactThreeFiber.RootState) => void | You can set any value here or debug the value in here during 60fps render. | | ref | React.MutableRefObject<GlslPipelineClass | null> | To use which ref is refered to. | | priority | number | Priority of callback (lower priority callbacks are called first) |
If you use
createRef
asref
second argument, the value returns inuseGlslPipeline
hook will not be mutated. If you want to adjust the value from hook, preferable useuseRef
.
PIPELINE STAGES
Before getting into the different stages is important to understand that we are using #if
, #elif
, #else
and #endif
directives to branch a single shader into multiple. This are pre-compilation macros that are evaluated before the shader is compiled. This means that the shader code will be different depending on the defines that are active at the moment of compiling it. This avoid realtime logic branching and allow us to create a pipeline of stages that will be executed in a specific order, with very little performance overhead.
GlslPipeline will detect the use of the following keywords to define the different stages of the pipeline: BUFFER_<N>
, DOUBLE_BUFFER_<N>
, BACKGROUND
, and POSTPROCESSING
. It will create new render passes for each one of them (except BACKGROUND
, which just renders a billboard in your scene). Each one will use the same shader code but "injecting" these keywords at the top of it, so its behavior will "activate" different parts of the code. That's what we call forking the shader.
In the particular case of BUFFERS
and DOUBLE_BUFFERS
it will also create a new render target for each one of them. All BUFFER_X
will be rendered first into textures with the name u_bufferX
(where X
is the index number) and then all DOUBLE_BUFFER_X
will be rendered into the u_doubleBufferX
textures.
In 3D scenes, when POSTPROCESSING
is used, the geometry will be rendered into a framebuffer associated with the u_scene
texture. This allows you to perform postprocessing in a pass that occurs at the end of the pipeline.
BACKGROUND (3D scene stage)
This stage is used to render the background of the scene. It is only available when using the renderScene
method. It is defined by using the BACKGROUND
keyword.
uniform vec2 u_resolution;
varying vec4 v_position;
varying vec3 v_normal;
void main(void) {
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
vec2 pixel = 1.0/u_resolution;
vec2 st = gl_FragCoord.xy * pixel;
#if defined(BACKGROUND)
// Draw a ciruclar gradient background
float dist = distance(st, vec2(0.5));
color.rgb += 1.0-dist;
#else
// Basic diffuse shading from directional light
vec3 N = normalize(v_normal);
vec3 L = vec3(1.0, 1.0, 0.0);
vec3 Ld = normalize(L - v_position.xyz);
color.rgb += dot(N, Ld) * 0.5 + 0.5;
#endif
gl_FragColor = color;
}
POSTPROCESSING (3D scene stage)
This stage is used to render the postprocessing effects of the scene. It is only available when using the renderScene
method. It is defined by using the POSTPROCESSING
keyword.
It's important to notice that at this stage the 3D scene have been already rendered into a framebuffer and is available as u_scene
texture uniform.
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_scene;
uniform vec2 u_resolution;
varying vec4 v_position;
varying vec3 v_normal;
void main(void) {
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
vec2 pixel = 1.0/u_resolution;
vec2 st = gl_FragCoord.xy * pixel;
#if defined(POSTPROCESSING)
// Render the scene with a circular RGB shift
float dist = distance(st, vec2(0.5)) * 2.0;
color.r = texture2D(u_scene, st + pixel * dist).r;
color.g = texture2D(u_scene, st).g;
color.b = texture2D(u_scene, st - pixel * dist).b;
#else
// Basic diffuse shading from directional light
vec3 N = normalize(v_normal);
vec3 L = vec3(1.0, 1.0, 0.0);
vec3 Ld = normalize(L - v_position.xyz);
color.rgb += dot(N, Ld) * 0.5 + 0.5;
#endif
gl_FragColor = color;
}
BUFFERs
Buffers are used to render something in an offscreen render pass. They are defined by using the keyword BUFFER_
followed by the index number. The content of that pass will be available as a texture uniform named u_buffer
followed by the same index number.
This kind of buffers is useful, for example, for creating blurs that require two passes (one horizontal and one vertical).
uniform vec2 u_resolution;
uniform sampler2D u_buffer0;
uniform sampler2D u_tex0;
#include "lygia/filter/gaussianBlur.glsl"
void main (void) {
vec3 color = vec3(0.0);
vec2 pixel = 1.0/u_resolution;
vec2 st = gl_FragCoord.xy * pixel;
#ifdef BUFFER_0
color = gaussianBlur(u_tex0, st, pixel * vec2(1.0, 0.0), 5).rgb;
#else
color = gaussianBlur(u_buffer0, st, pixel * vec2(0.0, 1.0), 5).rgb;
#endif
gl_FragColor = vec4(color,1.0);
}
DOUBLE BUFFERs
Double buffers are used to render something in an offscreen render pass by alternating a single pair of frame buffers. This allows using the output of one pass as the input for the following pass. They are defined by using the keyword DOUBLE_BUFFER_
followed by the index number, and the content of that pass will be available as a texture uniform named u_doubleBuffer
followed by the same index number.
This particular technique allows you to preserve the content of the previous frame and use it as input for the next one. This technique is useful, for example, for creating all sorts of interesting effects like motion blur, trails, simulations, etc.
uniform sampler2D u_doubleBuffer0;
uniform vec2 u_resolution;
uniform float u_time;
#include "lygia/space/ratio.glsl"
#include "lygia/color/palette/hue.glsl"
#include "lygia/draw/circle.glsl"
void main() {
vec3 color = vec3(0.0);
vec2 pixel = 1.0/u_resolution.xy;
vec2 st = gl_FragCoord.xy * pixel;
#ifdef DOUBLE_BUFFER_0
color = texture2D(u_doubleBuffer0, st).rgb * 0.998;
vec2 sst = ratio(st, u_resolution);
sst.xy += vec2(cos(u_time * 2.0), sin(u_time * 1.7)) * 0.35;
color.rgb += hue(fract(u_time * 0.1)) * circle(sst, 0.1) * 0.05;
#else
color += texture2D(u_doubleBuffer0, st).rgb;
#endif
gl_FragColor = vec4(color, 1.0);
}
Native Uniforms
uniform int u_frame;
: frame numberuniform float u_time;
: shader playback time (in seconds)uniform float u_delta;
: delta time between frames (in seconds)uniform vec4 u_date;
: year, month, day and secondsuniform vec2 u_resolution;
: viewport resolution (in pixels)uniform vec2 u_mouse;
: mouse pixel coordsuniform vec3 u_camera
: Position of the camerauniform float u_cameraFarClip
: far clippinguniform float u_cameraNearClip
: near clippinguniform float u_cameraDistance
: camera distance to (0,0,0)uniform mat3 u_normalMatrix
: Normal Matrixuniform mat4 u_modelMatrix
: Model Matrixuniform mat4 u_viewMatrix
: View Matrixuniform mat4 u_inverseViewMatrix
: Inverse View Matrixuniform mat4 u_projectionMatrix
: Projection Matrixuniform mat4 u_inverseProjectionMatrix
: Inverse Projection Matrixuniform vec3 u_light
: Position of the lightuniform vec3 u_lightColor
: Color of the lightuniform float u_lightIntensity
: Intensity of the lightuniform mat4 u_lightMatrix
: Light Matrix for reprojecting shadowsuniform sampler2D u_lightShadowMap
: Shadow mapuniform samplerCube u_cubeMap
: Cubemapuniform vec3 u_SH[9]
: Lightprobe Spherical Harmonicsuniform sampler2D u_scene
: color texture buffer of the scene, available onPOSTPROCESSING
subshader. Learn more about it hereuniform sampler2D u_sceneDepth
: color texture buffer of the scene, available onPOSTPROCESSING
subshader. Learn more about it hereuniform sampler2D u_buffer[number]
: extra buffers forked with the define flagBUFFER_[number]
on a subshaders. learn more about this hereuniform sampler2D u_doubleBuffer[number]
: extra double buffers forked with the define flagDOUBLE_BUFFER_[number]
on a subshaders. learn more about this here
Examples
To build/run from source, first git clone
this repo
git clone [email protected]:patriciogonzalezvivo/glsl-pipeline.git
And then:
This project is specifically build for
yarn
yarn
Once installed, you can test the demo like this:
# to run demo dev for React examples
yarn dev-react
# to run demo dev for Vanilla examples
yarn dev-vanilla
Then you will encounter similar output to your console like this:
VITE v4.5.0 ready in 248 ms
➜ Local: http://localhost:5173/
➜ Network: use --host to expose
➜ press h to show help
You can enter keyboard h
to view more info and enter o
for opening the example test to your browser automatically:
Change example package to test
In package.json
file on the root folder, you'll see:
{
"dev-vanilla": "preconstruct dev && yarn workspace <package-name> dev",
"dev-react": "preconstruct dev && yarn workspace <package-name> dev",
}
Simply change the <package-name>
to other example package names inside these directories:
/examples/react-js
/examples/react-ts
/examples/vanilla-js
/examples/vanilla-ts
⚠️ NOTE: The
<package-name>
must be without directory name.
{
❌ "dev-vanilla": "preconstruct dev && yarn workspace examples/react-js/<package-name> dev",
✅ "dev-vanilla": "preconstruct dev && yarn workspace <package-name> dev",
}
Acknowledgements
Special thanks to main contributors:
Contributions
If you would like to contribute to this package. Please refer this documentation.
License
MIT, see LICENSE.md for details.