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vite-plugin-glsl

v1.3.0

Published

Import, inline (and compress) GLSL shader files

Downloads

135,896

Readme

Vite Plugin GLSL

Import, inline (and compress) GLSL shader files

npm GitHub package.json version GitHub

Inspired by threejs-glsl-loader and vite-plugin-string, compatible with Babylon.js, three.js and lygia.

Installation

npm i vite-plugin-glsl --save-dev
# or
yarn add vite-plugin-glsl --dev
# or
pnpm add -D vite-plugin-glsl

Usage

// vite.config.js
import glsl from 'vite-plugin-glsl';
import { defineConfig } from 'vite';

export default defineConfig({
  plugins: [glsl()]
});

With TypeScript

Add extension declarations to your types in tsconfig.json:

{
  "compilerOptions": {
    "types": [
      "vite-plugin-glsl/ext"
    ]
  }
}

or as a package dependency directive to your global types:

/// <reference types="vite-plugin-glsl/ext" />

Default Options

glsl({
  include: [                   // Glob pattern, or array of glob patterns to import
    '**/*.glsl', '**/*.wgsl',
    '**/*.vert', '**/*.frag',
    '**/*.vs', '**/*.fs'
  ],
  exclude: undefined,          // Glob pattern, or array of glob patterns to ignore
  warnDuplicatedImports: true, // Warn if the same chunk was imported multiple times
  defaultExtension: 'glsl',    // Shader suffix when no extension is specified
  compress: false,             // Compress output shader code
  watch: true,                 // Recompile shader on change
  root: '/'                    // Directory for root imports
})

Example

root
├── src/
│   ├── glsl/
│   │   ├── chunk0.frag
│   │   ├── chunk3.frag
│   │   ├── main.frag
│   │   ├── main.vert
│   │   └── utils/
│   │       ├── chunk1.glsl
│   │       └── chunk2.frag
│   └── main.js
├── vite.config.js
└── package.json
// main.js
import fragment from './glsl/main.frag';
// main.frag
#version 300 es

#ifndef GL_FRAGMENT_PRECISION_HIGH
	precision mediump float;
#else
	precision highp float;
#endif

out vec4 fragColor;

#include chunk0.frag;

void main (void) {
  fragColor = chunkFn();
}
// chunk0.frag

// ".glsl" extension will be added automatically:
#include utils/chunk1;

vec4 chunkFn () {
  return vec4(chunkRGB(), 1.0);
}
// utils/chunk1.glsl

#include chunk2.frag;
#include ../chunk3.frag;

vec3 chunkRGB () {
  return vec3(chunkRed(), chunkGreen(), 0.0);
}
// utils/chunk2.frag

float chunkRed () {
  return 0.0;
}
// chunk3.frag

float chunkGreen () {
  return 0.8;
}

Will result in:

// main.frag
#version 300 es

#ifndef GL_FRAGMENT_PRECISION_HIGH
	precision mediump float;
#else
	precision highp float;
#endif

out vec4 fragColor;

float chunkRed () {
  return 0.0;
}

float chunkGreen () {
  return 0.8;
}

vec3 chunkRGB () {
  return vec3(chunkRed(), chunkGreen(), 0.0);
}

vec4 chunkFn () {
  return vec4(chunkRGB(), 1.0);
}

void main (void) {
  fragColor = chunkFn();
}

Change Log

  • Starting from v1.3.0 this plugin will not remove comments starting with ///, unless compress option is set to true.

  • Starting from v1.2.0 this plugin is fully compatible with vite^5.0.0.

  • Starting from v1.1.1 this plugin has a complete TypeScript support. Check "Usage" > "With TypeScript" for more info.

  • Starting from v1.0.0 this plugin is fully compatible with vite^4.0.0.

  • Starting from v0.5.4 this plugin supports custom compress callback function to optimize output shader length after all shader chunks have been included.

  • Starting from v0.5.0 this plugin supports shaders hot reloading when watch option is set to true.

  • Starting from v0.4.0 this plugin supports chunk imports from project root and root option to override the default root directory.

  • Starting from v0.3.0 this plugin is pure ESM. Consider updating your project to an ESM module by adding "type": "module" in your package.json or consult this issue for possible workarounds.

  • Starting from v0.2.2 this plugin supports compress option to optimize output shader length. You might consider setting this to true in production environment.

  • Starting from v0.2.0 this plugin uses a config object as a single argument to glsl function and allows to disable import warnings with the warnDuplicatedImports param set to false.

  • Starting from v0.1.5 this plugin warns about duplicated chunks imports and throws an error when a recursive loop occurres.

  • Starting from v0.1.2 this plugin generates sourcemaps using vite esbuild when the sourcemap option is set to true.

  • Starting from v0.1.0 this plugin supports WebGPU shaders with .wgsl extension.

  • Starting from v0.0.9 this plugin supports optional semicolons at the end of #include statements.

  • Starting from v0.0.7 this plugin supports optional single and double quotation marks around file names.

Note:

When used with three.js r0.99 and higher, it's possible to include shader chunks as specified in the documentation, those imports will be ignored by vite-plugin-glsl since they are handled internally by the library itself:

#include <common>

vec3 randVec3 (const in vec2 uv) {
  return vec3(
    rand(uv * 0.1), rand(uv * 2.5), rand(uv)
  );
}