npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

simple-webgl-loader

v0.2.1

Published

Webpack loader for WebGL (GLSL ES) shader files

Downloads

11

Readme

Webpack loader for WebGL shaders

A Webpack loader for GLSL ES shaders based on James Armitage's webgl-loader, published under the MIT license. Much of this README is copied verbatim from there.

Allows code reuse via the custom #include directive.

Usage

In webpack.config.js:

...
module: {
    rules: [ {
        test: /\.(fs|vs|frag|vert)/,
        exclude: /node_modules/,
        loader: 'simple-webgl-loader'
    } ]
},
....

In your shader files:

The #include ... directive is not scoped — it simply takes the contents of the file referred to, parses it (allowing for nested includes), and dumps the result at the current line. Do not use quotes around the filename, and as with any preprocessor directive, do not add a semicolon.

If your main function is in main.fs, and you have a function in another file called parallax_uv.fs, then your shader code would look like this:

main.fs:

precision highp float;
...
#include parallax_uv.frag

void main()
{
    ...
}

parallax_uv.fs:

vec2 parallax_uv( vec2 uv, vec3 view_dir )
{
    ...
    return mix( cur_uv, prev_uv, weight );
}

In your JavaScript:

import fragSrc from '../shaders/main.fs'
...
const gl = canvas.getContext( 'webgl' )
...
const frag = gl.createShader( gl.FRAGMENT_SHADER )
gl.shaderSource( frag, fragSrc )
gl.compileShader( frag )
if ( !gl.getShaderParameter( frag, gl.COMPILE_STATUS ) ) {
    throw new Error( `Failed to compile frag shader: ${ gl.getShaderInfoLog( frag ) }` )
}

Output

The loader performs some basic optimisations, and returns the shader code as a single string ready for WebGL compilation. The process boils down to:

  • #include directive files are merged
  • Unnecessary whitespace is collapsed
  • Comments are removed

For example, the following shader code would be compiled from:

#ifdef GL_ES
precision highp float;
#endif

uniform vec3 lightDirection; // from light class
uniform float ambientLight;
uniform sampler2D albedo;
varying vec3 vNormal;
varying vec2 vUv;


void main() {
    vec3 gray = vec3( 0.4, 0.4, 0.4 );
    vec3 tAlbedo = texture2D( albedo, vUv ).rgb;
    float lightness = -clamp( dot( normalize( vNormal ), normalize( lightDirection ) ), -1.0, 0.0 );
    lightness = ambientLight + ( 1.0 - ambientLight ) * lightness;

    gl_FragColor = vec4( tAlbedo * lightness, 1.0 );
}

to:

"#ifdef GL_ES\nprecision highp float;\n#endif\nuniform vec3 lightDirection;\nuniform float ambientLight;\nuniform sampler2D albedo;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvoid main(){\nvec3 gray=vec3(0.4,0.4,0.4);\nvec3 tAlbedo=texture2D(albedo,vUv).rgb;\nfloat lightness=-clamp(dot(normalize(vNormal),normalize(lightDirection)),-1.,0.);\nlightness=ambientLight+(1.-ambientLight)*lightness;\ngl_FragColor=vec4(tAlbedo*lightness,1.);\n}"