shaderkit
v0.2.0
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Tools and IntelliSense for GLSL and WGSL.
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shaderkit
Tools and IntelliSense for GLSL and WGSL.
Table of Contents
- Installation
- Tokenize
- Minify
- Parse
- Generate
- AST
- Literal
- Identifier
- Type
- VariableDeclaration
- StructDeclaration
- FunctionDeclaration
- UnaryExpression
- BinaryExpression
- TernaryExpression
- CallExpression
- MemberExpression
- ArrayExpression
- BlockStatement
- IfStatement
- ForStatement
- WhileStatement
- DoWhileStatement
- SwitchStatement
- ReturnStatement
- PreprocessorStatement
- PrecisionStatement
- ContinueStatement
- BreakStatement
- DiscardStatement
Installation
To install, use your preferred package manager:
npm install shaderkit
yarn add shaderkit
pnpm add shaderkit
Or, use a CDN:
<script type="module">
import * as shaderkit from 'https://unpkg.com/shaderkit'
</script>
Tokenize
Tokenizes a string of GLSL or WGSL code, returning an array of Token
objects, where each Token
object represents a single syntax feature in the input code.
interface Token {
type: 'whitespace' | 'comment' | 'symbol' | 'bool' | 'float' | 'int' | 'identifier' | 'keyword'
value: string
}
import { tokenize } from 'shaderkit'
const code = 'void main() { gl_Position = vec4(0, 0, 0, 1); }'
const tokens = tokenize(code)
console.log(tokens)
The output of the above code will be:
[
{ "type": "keyword", "value": "void" },
{ "type": "whitespace", "value": " " },
{ "type": "identifier", "value": "main" },
{ "type": "symbol", "value": "(" },
{ "type": "symbol", "value": ")" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "{" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "gl_Position" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "=" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "vec4" },
{ "type": "symbol", "value": "(" },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "1" },
{ "type": "symbol", "value": ")" },
{ "type": "symbol", "value": ";" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "}" }
]
import { tokenize } from 'shaderkit'
const code = '@vertex fn main() -> @builtin(position) vec4<f32> { return vec4(0, 0, 0, 1); }'
const tokens = tokenize(code)
console.log(tokens)
The output of the above code will be:
[
{ "type": "symbol", "value": "@" },
{ "type": "keyword", "value": "vertex" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "fn" },
{ "type": "whitespace", "value": " " },
{ "type": "identifier", "value": "main" },
{ "type": "symbol", "value": "(" },
{ "type": "symbol", "value": ")" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "->" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "@" },
{ "type": "keyword", "value": "builtin" },
{ "type": "symbol", "value": "(" },
{ "type": "keyword", "value": "position" },
{ "type": "symbol", "value": ")" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "vec4" },
{ "type": "symbol", "value": "<" },
{ "type": "keyword", "value": "f32" },
{ "type": "symbol", "value": ">" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "{" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "return" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "vec4" },
{ "type": "symbol", "value": "(" },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "1" },
{ "type": "symbol", "value": ")" },
{ "type": "symbol", "value": ";" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "}" }
]
The following are the supported token types and their descriptions:
| Type | Description | | ---------- | ------------------------------------------------------------------------- | | whitespace | A sequence of one or more whitespace characters. | | comment | A single-line or multi-line comment. | | symbol | A symbol, such as an operator or punctuation mark. | | bool | A boolean value, either true or false. | | float | A floating-point number, represented by a sequence of digits and symbols. | | int | An integer number, represented by a sequence of digits. | | identifier | A user-defined identifier, such as a variable name or function name. | | keyword | A keyword reserved by the language, such as if, else, for, etc. |
Minify
Minifies a string of GLSL or WGSL code, returning a minified version of the input code.
const minified: string = minify(code: string, {
/** Whether to rename variables. Will call a MangleMatcher if specified. Default is `false`. */
mangle: boolean | ((token: Token, index: number, tokens: Token[]) => boolean)
/** A map to read and write renamed variables to when mangling. */
mangleMap: Map<string, string>
/** Whether to rename external variables such as uniforms or varyings. Default is `false`. */
mangleExternals: boolean
})
To shared mangled interfaces when using mangleExternal
, declare and re-use a mangleMap
between shaders:
const options = { mangle: true, mangleExternals: true, mangleMap: new Map() }
// #version 300 es\nin vec2 a;out vec2 b;void main(){b=a;}
minify(`#version 300 es\nin vec2 sstt;out vec2 c;void main(){c=sstt;}`, options)
// #version 300 es\nin vec2 b;out vec4 a[gl_MaxDrawBuffers];void main(){a[0]=b.sstt;}
minify(`#version 300 es\nin vec2 c;out vec4 data[gl_MaxDrawBuffers];void main(){data[0]=c.sstt;}`, options)
Parse
Parses a string of GLSL (WGSL is WIP) code into an AST.
const ast: AST[] = parse(code: string)
Generate
Generates a string of GLSL (WGSL is WIP) code from an AST.
const code: string = generate(ast: AST[], {
target: 'GLSL' // | 'WGSL'
})
AST
An Abstract Syntax Tree loosely based on ESTree for GLSL and WGSL grammars.
Literal
A shader literal representing a bool
, float
, int
, or uint
type.
class Literal {
value: string
}
Identifier
A variable identifier.
class Identifier {
value: string
}
Type
Represents a type specifier and its parameters (WGSL specific).
class Type {
name: string
parameters: (Type | Literal | Identifier)[] | null
}
VariableDeclaration
A variable declaration with an optional binding layout, type qualifiers, kind (WGSL only), and declarators (e.g. a comma-separated list).
class VariableDeclaration {
layout: Record<string, string | boolean> | null
qualifiers: string[]
kind: 'var' | 'let' | 'const' | null
type: Type | Identifier
declarations: VariableDeclarator[]
}
VariableDeclarator
A single named declarator as part of a VariableDeclaration
.
class VariableDeclarator {
name: string
value: AST | null
}
StructDeclaration
A struct declaration. Can be used as a type or constructor.
class StructDeclaration {
name: string
members: VariableDeclaration[]
}
FunctionDeclaration
A function declaration with an optional type qualifier and arguments.
class FunctionDeclaration {
name: string
type: Type | Identifier
qualifiers: string[]
args: VariableDeclaration[]
body: BlockStatement | null
}
UnaryExpression
A unary expression with a left or right handed operator.
class UnaryExpression {
operator: string
left: AST | null
right: AST | null
}
BinaryExpression
A binary expression with a left and right operand.
class BinaryExpression {
operator: string
left: AST
right: AST
}
TernaryExpression
A ternary or conditional expression.
class TernaryExpression {
test: AST
consequent: AST
alternate: AST
}
CallExpression
A call expression.
class CallExpression {
callee: AST
args: AST[]
}
MemberExpression
A member expression.
class MemberExpression {
object: AST
property: AST
}
ArrayExpression
An array expression. members
can be empty if uninitialized.
class ArrayExpression {
type: Type
members: AST[]
}
BlockStatement
A block statement.
class BlockStatement {
body: AST[]
}
IfStatement
An if statement.
class IfStatement {
test: AST
consequent: AST
alternate: AST | null
}
ForStatement
A for statement.
class ForStatement {
init: AST | null
test: AST | null
update: AST | null
body: AST
}
WhileStatement
A while statement.
class WhileStatement {
test: AST
body: AST
}
DoWhileStatement
A do-while statement.
class DoWhileStatement {
test: AST
body: AST
}
SwitchStatement
A switch statement.
class SwitchStatement {
discriminant: AST
cases: SwitchCase[]
}
SwitchCase
A switch-case statement. test
is null for a default
case.
class SwitchCase {
test: AST | null
consequent: AST[]
}
ReturnStatement
A return statement with an optional argument.
class ReturnStatement {
argument: Literal | Identifier | UnaryExpression | null
}
PreprocessorStatement
A GLSL preprocessor statement with an optional value.
class PreprocessorStatement {
name: string
value: AST[] | null
}
PrecisionStatement
A GLSL precision statement.
class PrecisionStatement {
precision: 'lowp' | 'mediump' | 'highp'
type: Type
}
ContinueStatement
A continue statement.
class ContinueStatement {}
BreakStatement
A break statement.
class BreakStatement {}
DiscardStatement
A discard statement.
class DiscardStatement {}