glsl-quad
v1.0.0
Published
glsl-quad provides simple utilities (simple quad mesh, shaders, etc.) for image processing with webgl.
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glsl-quad
####Description
glsl-quad provides simple utilities (simple quad mesh, shaders, etc.) for image processing with webgl.
See glsl-quad-demo.js
for usage.
####Dependencies
- nodejs
- browserify
- regl (for demo)
- resl (for demo)
- budo (for quick demo as an alternative to running browserify)
####Demo
To run the demo, run:
cd ./glsl-quad
#install npm dependencies
npm install
#browser should open with the demo
budo glsl-quad-demo.js --open
Results:
branch | demo --------|------- master | glsl-quad-demo | glsl-quad-uv-demo | glsl-quad-pos-demo | glsl-quad-vertical-flip-tests develop | glsl-quad-demo | glsl-quad-uv-demo | glsl-quad-pos-demo | glsl-quad-vertical-flip-tests
####Docs
const quad = require('./glsl-quad.js');
quad.verts
- A list of vertices that can be used for webgl positions, that make up a quad (two triangles).
quad.indices
- A list of indices that can be used for webgl triangles, that make up a quad (two triangles).
quad.uvs
- A list of uv attributes for the vertices.
quad.shader.frag
- Returns the webgl 1.0 fragment shader to use.
- The fragment shader expects a uniform shader (sampler2D) named
u_tex
.
quad.shader.vert
- Returns the webgl 1.0 vertex shader to use.
- The vertex shader expects:
- A uniform float named
u_clip_y
, representing whether to flip the y-axis; values of 1 or -1. - An attribute list of vec2 positions of the vertices named
a_position
. - An attribute list of vec2 uvs of the vertices named
a_uv
.
- A uniform float named
quad.bitmaps.directions.uri
- Returns a data uri for an image that can be used to test proper display directions.
- Can see the images in the
glsl-quad/assets/
directory.
####Usage
See glsl-quad-demo.js
for a full demo using regl
and resl.
An excerpt:
const drawTexture = regl({
frag: quad.shader.frag,
vert: quad.shader.vert,
attributes: {
a_position: quad.verts,
a_uv: quad.uvs
},
elements: quad.indices,
uniforms: {
u_tex: regl.prop('texture'),
u_clip_y: 1
}
});
drawTexture({texture});