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shaderkit

v0.2.0

Published

Tools and IntelliSense for GLSL and WGSL.

Downloads

105

Readme

Size Version Downloads

shaderkit

Tools and IntelliSense for GLSL and WGSL.

Table of Contents

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 {}