SimpleShader Module
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/* | |
simple-shader.js | |
written by Sudospective | |
honestly do whatever you want with this | |
just dont sue me and leave my name there really | |
enjoy frens | |
https://sudospective.net | |
*/ | |
const src = { | |
vert: ` | |
precision lowp float; | |
attribute vec2 position; | |
attribute vec2 texCoord; | |
uniform vec2 resolution; | |
varying vec2 imageCoord; | |
void main() { | |
vec2 zeroToOne = position / resolution; | |
vec2 zeroToTwo = zeroToOne * 2.0; | |
vec2 clipSpace = zeroToTwo - 1.0; | |
gl_Position = vec4(clipSpace * vec2(1.0, -1.0), 0.0, 1.0); | |
imageCoord = texCoord; | |
} | |
`, | |
frag: ` | |
precision lowp float; | |
#define PI 3.1415827 | |
uniform vec2 resolution; | |
uniform float time; | |
uniform sampler2D sampler0; | |
varying vec2 imageCoord; | |
void main() { | |
vec2 uv = gl_FragCoord.xy / resolution; | |
vec4 color = vec4(uv, (0.5 + sin(time - (PI * 0.5)) * 0.5), 1.0); | |
gl_FragColor = color; | |
} | |
`, | |
}; | |
export class SimpleShader { | |
static defaultVertex() { | |
return src.vert; | |
}; | |
static defaultFragment() { | |
return src.frag; | |
}; | |
ready = false; | |
initTime = Date.now(); | |
time = 0.0; | |
uniforms = {}; | |
constructor(canvasId, data) { | |
data = data || {}; | |
const unis = {}; // internal | |
if (data && data.uniforms) { | |
Object.entries(data.uniforms).forEach((entry) => { | |
const type = entry[0]; | |
Object.entries(entry[1]).forEach((uniform) => { | |
this.uniforms[type] = uniform[1]; | |
}); | |
}); | |
}; | |
this.canvas = document.getElementById(canvasId); | |
if (!this.canvas) { | |
console.log("Unable to get canvas with ID", canvasId); | |
return null; | |
}; | |
this.context = this.canvas.getContext("webgl"); | |
if (!this.context) { | |
console.log("Unable to get GL context from canvas with ID", canvasId); | |
return null; | |
}; | |
const gl = this.context; | |
const vertSrc = data.vert || SimpleShader.defaultVertex(); | |
const fragSrc = data.frag || SimpleShader.defaultFragment(); | |
const vert = gl.createShader(gl.VERTEX_SHADER); | |
gl.shaderSource(vert, vertSrc); | |
gl.compileShader(vert); | |
if (!gl.getShaderParameter(vert, gl.COMPILE_STATUS)) { | |
console.log(gl.getShaderInfoLog(vert)); | |
gl.deleteShader(vert); | |
return null; | |
} | |
const frag = gl.createShader(gl.FRAGMENT_SHADER); | |
gl.shaderSource(frag, fragSrc); | |
gl.compileShader(frag); | |
if (!gl.getShaderParameter(frag, gl.COMPILE_STATUS)) { | |
console.log(gl.getShaderInfoLog(frag)); | |
gl.deleteShader(frag); | |
return null; | |
} | |
const program = gl.createProgram(); | |
gl.attachShader(program, vert); | |
gl.attachShader(program, frag); | |
gl.linkProgram(program); | |
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { | |
console.log(gl.getProgramInfoLog(program)); | |
return null; | |
}; | |
gl.validateProgram(program); | |
if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) { | |
console.log(gl.getProgramInfoLog(program)); | |
return null; | |
}; | |
this.program = program; | |
const posLoc = gl.getAttribLocation(this.program, "position"); | |
const texLoc = gl.getAttribLocation(this.program, "texCoord"); | |
const posBuf = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, posBuf); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
0.0, 0.0, | |
this.canvas.width, 0.0, | |
0.0, this.canvas.height, | |
0.0, this.canvas.height, | |
this.canvas.width, 0.0, | |
this.canvas.width, this.canvas.height, | |
]), gl.DYNAMIC_DRAW); | |
const texBuf = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, texBuf); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ | |
0.0, 0.0, | |
1.0, 0.0, | |
0.0, 1.0, | |
0.0, 1.0, | |
1.0, 0.0, | |
1.0, 1.0, | |
]), gl.STATIC_DRAW); | |
if (data.sampler2D) { | |
var texId = 0; | |
Object.entries(data.sampler2D).forEach((sampler2D) => { | |
unis[sampler2D[0]] = { textureIndex: texId++ }; | |
const image = new Image(); | |
image.src = sampler2D[1]; | |
const assignTexture = function(obj) { | |
const tex = gl.createTexture(); | |
obj.texture = tex; | |
return (function () { | |
gl.bindTexture(gl.TEXTURE_2D, tex); | |
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); | |
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); | |
}); | |
}; | |
image.onload = assignTexture(unis[sampler2D[0]]); | |
unis[sampler2D[0]].image = image; | |
}); | |
}; | |
gl.viewport(0, 0, this.canvas.width, this.canvas.height); | |
const uniformFunc = { | |
int: "uniform1i", | |
ivec2: "uniform2iv", | |
ivec3: "uniform3iv", | |
ivec4: "uniform4iv", | |
float: "uniform1f", | |
vec2: "uniform2fv", | |
vec3: "uniform3fv", | |
vec4: "uniform4fv", | |
}; | |
const prog = this.program; | |
const render = function(timestamp) { | |
if (this.ready) | |
this.time = (Date.now() - this.startTime); | |
else | |
this.time = 0.0; | |
gl.clearColor(0, 0, 0, 1); | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
gl.useProgram(prog); | |
gl.enableVertexAttribArray(posLoc); | |
gl.bindBuffer(gl.ARRAY_BUFFER, posBuf); | |
gl.vertexAttribPointer( | |
posLoc, | |
2, | |
gl.FLOAT, | |
false, | |
0, | |
0 | |
); | |
gl.enableVertexAttribArray(texLoc); | |
gl.bindBuffer(gl.ARRAY_BUFFER, texBuf); | |
gl.vertexAttribPointer( | |
texLoc, | |
2, | |
gl.FLOAT, | |
false, | |
0, | |
0 | |
); | |
const res = [this.canvas.width, this.canvas.height]; | |
const userUnis = this.uniforms; | |
Object.entries(data).forEach((uniformType) => { | |
const key = uniformType[0]; | |
if (uniformFunc[key]) { | |
Object.entries(uniformType[1]).forEach((uniform) => { | |
unis[uniform[0]] = uniform[1]; | |
const uniformLoc = gl.getUniformLocation(prog, uniform[0]); | |
gl[uniformFunc[key]](uniformLoc, uniform[1]); | |
}); | |
} else if (key == 'sampler2D') { | |
Object.entries(uniformType[1]).forEach((uniform) => { | |
const image = unis[uniform[0]].image; | |
image.src = userUnis[uniform[0]] || image.src; | |
image.width = res[0]; | |
image.height = res[1]; | |
const texLoc = gl.getUniformLocation(prog, uniform[0]); | |
const idx = unis[uniform[0]].textureIndex; | |
gl.activeTexture(gl.TEXTURE0 + idx); | |
gl.bindTexture(gl.TEXTURE_2D, unis[uniform[0]].texture); | |
gl.uniform1i(texLoc, idx); | |
}); | |
}; | |
}); | |
gl.uniform2fv(gl.getUniformLocation(prog, "resolution"), [this.canvas.width, this.canvas.height]); | |
gl.uniform1f(gl.getUniformLocation(prog, "time"), this.time * 0.001); | |
gl.drawArrays(gl.TRIANGLES, 0, 6); | |
if (this.ready) | |
window.requestAnimationFrame(this.render); | |
else | |
window.cancelAnimationFrame(this.render); | |
}; | |
this.render = render.bind(this); | |
this.time = 0.0; | |
this.startTime = Date.now(); | |
this.render(); | |
} | |
play() { | |
this.ready = true; | |
this.startTime = Date.now(); | |
this.render(); | |
} | |
stop() { | |
this.ready = false; | |
this.time = 0.0; | |
this.StartTime = Date.now(); | |
this.render(); | |
} | |
set(uniform, value) { | |
this.uniforms[uniform] = value; | |
} | |
get(uniform) { | |
return this.uniforms[uniform] | |
} | |
}; |
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