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Displays GLSL fragment shaders as a website background. Supports offscreen buffers and floating point textures on almost any browser and hardware. Compatible with Shadertoy.
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xemantic/shader-web-background
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Displays GLSL fragment shaders as a website background. Supports Shadertoy shaders,multipass - ping-pong offscreen buffers, feedback loops, floating-point textures.Either with WebGL 1 or 2, will try to run wherever it's technically possible.
Website/Demo: 🎆https://xemantic.github.io/shader-web-background 🎇
❔🌈👼👷 To ask questions go toxemantic discord server ☕🍵🍓👾
I designed this library to use complex fragment shaders as part of my web design and developmentprocess. This is the tool which finally lets me embrace the web browser as a creative codingenvironment. If you are familiar with GLSL, then it might help you publish your work onweb as well. If you are coming from a web development background,then you might want to learn a bit more about shaders first, for example fromThe Book of Shaders. I hope that examples presentedin this documentation are self-explanatory. If you find it useful, then
❤️ Sponsor xemantic on GitHub orhttps://www.buymeacoffee.com/kazik
Kazik (morisil) Pogoda
Table of Contents
- Features
- Adding shader-web-background to your projects
- shader-web-background API
- Configuring shading
- Shader GLSL version
- Adding mouse support
- Adding textures
- Shadertoy support
- Own vertex shader
- General tips
- Building
- Contributing
- Tools and dependencies
- TODO
- simplicity: it is just rendering canvas background as fragment shader.
- speed: designed to be embedded in HTML and start rendering before other page resourcesare downloaded.
- extensibility: adding own interaction and controls is trivial.
- convenience: straightforwardAPI, specific errors will inform you about mistakeswhich are otherwise hard to debug.
- minimal footprint: transpiled from JavaScript to JavaScript withGoogle Closure Compiler.
- pixel feedback loops: preserving movement in time on offscreen buffers with floating–point precision.
- Shadertoy support: including multipass shaders
- cross browser / cross device: on Chrome, Safari, Firefox or Edge, either with WebGL 1 or 2,on Linux, Windows, Mac, iPhone or Samsung phone — it will use optimal strategy to squeeze out what's possible from the browser and the hardware.
TL;DR:
<!DOCTYPE html><htmllang="en"><head><metacharset="utf-8"><title>Minimal shader</title><metaname="viewport"content="width=device-width, initial-scale=1"><metahttp-equiv="X-UA-Compatible"content="IE=edge"><scriptsrc="https://xemantic.github.io/shader-web-background/dist/shader-web-background.min.js"></script><scripttype="x-shader/x-fragment"id="image">precisionhighpfloat;uniformfloatiTime;voidmain(){gl_FragColor=vec4(mod(gl_FragCoord.x/256.,1.),mod((gl_FragCoord.x+gl_FragCoord.y-iTime*40.)/256.,1.),mod(gl_FragCoord.y/256.,1.),1.);}</script><script>shaderWebBackground.shade({shaders:{image:{uniforms:{iTime:(gl,loc)=>gl.uniform1f(loc,performance.now()/1000)}}}});</script><style> .shader-web-background-fallback {background:url("https://placekitten.com/666/666");background-position: center;background-size: cover;background-attachment: fixed; }</style></head><body><h1>shader-web-background minimal example</h1></body></html>
ℹ️ If you prefer to learn by example, here is the list of demos displayedwith their highlighted source code:
https://xemantic.github.io/shader-web-background/#demo
There are several ways of adjusting this library to your needs:
If you want your shaders to start rendering before any other resources are loaded,then go for this method. Just take the contents of:
https://xemantic.github.io/shader-web-background/dist/shader-web-background.min.js
and put it as<script>
in the<head>
of your HTML file.
Seeminimal demo for reference(live version).
Add this code to the<head>
of your HTML:
<scriptsrc="https://xemantic.github.io/shader-web-background/dist/shader-web-background.min.js"></script>
In the future I will publishshader-web-background
to npm. For now you can justdownload the latest minified distribution together with source map and sources.
You will need at least one fragment shader defined like this:
<scripttype="x-shader/x-fragment"id="image">precisionhighpfloat;voidmain(){// ...}</script>
Put it in the<head>
of your HTML. Thetype
should bex-shader/x-fragment
andtheid
attribute is arbitrary.
id
to each of your shaders if you aredefining more of them.
<script> shaderWebBackground.shade({shaders:{image:{}}});</script>
image
should match the one defined asshader sourceid
attribute.
ℹ️ This step is not necessary, however adding it will improvethe experience for the small amount of users who still cannotrun shaders on their devices.
Define fallback CSS style, for example a static screenshot of your shader frame:
<style> .shader-web-background-fallback {background:url("https://placekitten.com/666/666");background-position: center;background-size: cover;background-attachment: fixed; }</style>
Theshader-web-background-fallback
CSS class is applied to HTML document root andthe canvas.
shader-web-background-fallback
CSS class, however it might not work on some browsers.Custom error handler might be needed for cross compatibility.
SeeHandling errors section for details.
See the fullshader-web-background API
Theconfiguration object passed to theshaderWebBackground.shade(config)call in the example above will result in a minimal rendering pipeline consisting of one fragmentshader namedimage
. A new static<canvas>
element covering the whole viewportwill be added to the page withz-index: -9999
, to be displayed behind other page elements.
ℹ️ Note: the default<canvas>
element will be attached to document<body>
only when the whole DOM tree is constructed. Also the actual renderingof shader frames will not happen until the page is fully loaded, even though shadersare compiled immediately.
Uniforms provide shaders with the input from the world outside GPU.Describing this mechanism is out of scope of this documentation.I decided not to build abstraction over this part of WebGL, because it isalready quite concise. SeeWebGLRenderingContext.uniform documentation.
Let's assume that you want to provide your shader with a time value measuredin seconds since the moment the page was loaded. First define a uniform in theimage
shader:
uniformfloat iTime;
TheiTime
name is arbitrary, but it should match with what youspecify in the configuration:
shaderWebBackground.shade({shaders:{image:{uniforms:{iTime:(gl,loc)=>gl.uniform1f(loc,performance.now()/1000)}}}});
The(gl, loc) => gl.uniform1f(loc, performance.now() / 1000)
function willbe invoked before rendering each shader frame. If you are not familiar withJavaScript arrow functions,it's an equivalent of:
function(gl,loc){gl.uniform1f(loc,performance.now()/1000)}
ℹ️ Check documentation of the standard JavaScriptperformance.now()function which returns the number of milliseconds since the page was loaded.Dividing it by1000
will result in floating-point value measured in seconds.
Summary: you can use this mechanism to adapt any API as an input of your shaders.Check projectdemos forexamples how to integrate input like:
- mouse (fullscreen augmentation of the pointer)
- scrolling position (parallax scrolling effect)
- device orientation (fullscreen reaction to device tilting)
- externally computed coefficients controlling the animation
The declaration of "texture" uniform usessampler2D
type:
uniformsampler2D iWebCam;
ℹ️ The uniform name is arbitrary. For exampleShadertoy isbinding textures under nameiChannel0
,iChannel1
, etc. and this is the conventionused mostly in this documentation.
Such a uniform can be set with:
shaderWebBackground.shade({onInit:(ctx)=>{ctx.iWebCam=initializeTexture(ctx.gl);},shaders:{image:{uniforms:{iWebCam:(gl,loc,ctx)=>ctx.texture(loc,ctx.iWebCam);}}}});
ℹ️ thetexture passed as a second argumenttoctx.texture can be either an instance ofWebGLTexture ora reference to the buffer of another shader in the pipeline. CheckComplex config example section andAPI - Context: buffers.
SeeAdding textures section for details on how to load a texture froman image.
All the shaders, except for the last one in the pipeline, will have associated textures torender to. By default these textures are initialized as RGBAHALF_FLOAT
(16bit) floating-pointwith linear interpolation and are clamped to the edge. The texture initialization can becustomized. SeeAPI - Shader: texture documentation for details.
Here is a comprehensive example of aconfiguration object withcomments. It is usingShadertoy conventions for naming buffers and uniformsbut keep in mind that the naming is arbitrary and might be adjusted to the needsof your project.
// mouse coordinates taken from from the mousemove event expressed in "CSS pixels"varmouseX;varmouseY;document.addEventListener("mousemove",(event)=>{mouseX=event.clientX;mouseY=event.clientY;});shaderWebBackground.shade({// supplied canvas to use for shadingcanvas:document.getElementById("my-canvas"),// called only once before the first runonInit:(ctx)=>{// we can center the mouse even before any "mousemove" event occurs// note, we aremouseX=ctx.cssWidth/2;mouseY=ctx.cssHeight/2;// for convenience you can store your attributes on contextctx.iFrame=0;},onResize:(width,height,ctx)=>{ctx.iMinDimension=Math.min(width,height);},onBeforeFrame:(ctx)=>{ctx.shaderMouseX=ctx.toShaderX(mouseX);ctx.shaderMouseY=ctx.toShaderY(mouseY);},shaders:{// the first buffer to be rendered in the pipelineBufferA:{// uniform setters, attribute names should match with those defined in the shaderuniforms:{// uniform value calculated in placeiTime:(gl,loc)=>gl.uniform1f(loc,performance.now()/1000),// uniform values taken from contextiFrame:(gl,loc)=>gl.uniform1i(loc,ctx.iFrame),iMinDimension:(gl,loc,ctx)=>gl.uniform1f(loc,ctx.iMinDimension),iResolution:(gl,loc,ctx)=>gl.uniform2f(loc,ctx.width,ctx.height),iMouse:(gl,loc,ctx)=>gl.uniform2f(loc,ctx.shaderMouseX,ctx.shaderMouseY),// inputing the previous output of itself - feedback loopiChannel0:(gl,loc,ctx)=>ctx.texture(loc,ctx.buffers.BufferA)// ... more uniforms}},// ... more shadersBufferD:{// optional custom initializer of buffer's texturetexture:(gl,ctx)=>{// initializing floating-point texture in custom way for WebGL 1 and 2ctx.initHalfFloatRGBATexture(ctx.width,ctx.height);// standard WebGL texture parametersgl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.NEAREST);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.NEAREST);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.REPEAT);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.REPEAT);},uniforms:{iChanel0:(gl,loc,ctx)=>ctx.texture(loc,ctx.buffers.BufferA)// ... more uniforms}},// the last shader will render to screenImage:{uniforms:{iChanel0:(gl,loc,ctx)=>ctx.texture(loc,ctx.buffers.BufferD)// ... more uniforms}}},onAfterFrame:(ctx)=>{ctx.iFrame++;},// custom error handleronError:(error,canvas)=>{canvas.remove();console.error(error);document.documentElement.classList.add("my-fallback");}});
The API is intended to be self explanatory. CheckAPI specification for details.There are several shaders defined in the example above. They will be processed in sequencecalledMultipass
inShadertoy nomenclature. The last of defined shaders will render to screen.The output of previous shaders, including feedback loop of the previous frame rendered by the sameshader, can be easily passed to uniforms.
Several validations are being performed on supplied configuration to avoid common problemswhich are usually hard to debug otherwise. Thesrc/test/html/errors/folder contains all the error test cases which can be also checked onthelive demo of error handling.
All the errors and warnings will be visible on console.
See:
// mouse coordinates taken from from the mousemove eventvarmouseX;varmouseY;document.addEventListener("mousemove",(event)=>{mouseX=event.clientX;mouseY=event.clientY;});// mouse coordinates relative to the shader, you can also store them on the contextvarshaderMouseX;varshaderMouseY;shaderWebBackground.shade({onInit:(ctx)=>{// screen centermouseX=ctx.cssWidth/2;mouseY=ctx.cssHeight/2;},onBeforeFrame:(ctx)=>{shaderMouseX=ctx.toShaderX(mouseX);shaderMouseY=ctx.toShaderY(mouseY);},shaders:{image:{uniforms:{iMouse:(gl,loc)=>gl.uniform2f(loc,shaderMouseX,shaderMouseY)}}}});
ℹ️ Note: initial mouse coordinates are provided inonInit
functionbecause the firstmousemove
event can happen long after the shader is started. Shadercoordinates start at the bottom-left corner of the canvas and are aligned with the middleof the pixel -(0.5, 0.5)
.
API reference:
Demos:
python -m http.server 8000
ifit doesn't work on your latest ubuntu than runsudo apt install python-is-python3
first.
Seetexture: Blue Marble to Flat Earth mappingdemo
Textures can be set in the same way buffers are set as uniforms, but first we need to load them.For example by defining custom Promise which can be reused:
constloadImage=(src)=>newPromise((resolve,reject)=>{letimg=newImage();img.onload=()=>resolve(img);img.onerror=()=>{reject(newError("Failed to load image from: "+src));}img.src=src;});
TheonInit
function is quite a convenient place for callingloadPicture
:
shaderWebBackground.shade({onInit:(ctx)=>{loadImage("texture.jpg").then(image=>{constgl=ctx.gl;consttexture=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,texture);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);gl.bindTexture(gl.TEXTURE_2D,null);ctx.iTexture=texture;});},shaders:{image:{uniforms:{iTexture:(gl,loc,ctx)=>ctx.texture(loc,ctx.iTexture)}}}});
This library can utilizeShadertoy code with minimal effort - a simple shader wrapping:
<scripttype="x-shader/x-fragment"id="Image">precisionhighpfloat;uniformvec2iResolution;uniformfloatiTime;// ... other needed uniforms// -- Paste your Shadertoy code here:// ...// -- End of Shadertoy codevoidmain(){mainImage(gl_FragColor,gl_FragCoord.xy);}</script>
Theid
attribute of the<script>
is set to reflectShadertoy tab calledImage
.Most shaders will use at least these 2 uniforms, and it's easy to provide theirvalues in the configuration:
shaderWebBackground.shade({shaders:{Image:{uniforms:{iResolution:(gl,loc,ctx)=>gl.uniform2f(loc,ctx.width,ctx.height),iTime:(gl,loc)=>gl.uniform1f(loc,performance.now()/1000),}}}});
Shadertoy demos:
There is no automated solution for that. You will have to copy theCommon
part directlyinto your shaders, just above the otherShadertoy code.
InShadertoy textures are accessed with thetexture
function while in WebGL 1 it istexture2D
. Here is a simple workaround to be added before the original code:
#define texturetexture2D
InShadertoy each "Channel" binding a texture can have separate sampler parameterslike interpolation or wrapping. This functionality cannot be easily ported to WebGL 1,but most shaders relaying on these features can be adjusted with code-based workarounds.For example if the texture is supposed to be repeated, then something like this might bea functional replacement of thetexture
function in a given shader:
vec4 repeatedTexture(insampler2D channel,invec2 uv) {returntexture2D(channel,mod(uv,1.));}
See alsoAPI - Shader: texture.
You can name your shaders according toShadertoy buffer names:
BufferA
BufferB
BufferC
BufferD
Image
And then wire them together:
<!DOCTYPE html><htmllang="en"><head><title>Multipass Shadertoy shader</title><scripttype="x-shader/x-fragment"id="BufferA">precisionhighpfloat;uniformsampler2DiChannel0;// ... the code of BufferA tab with the uniforms and wrapping as above</script><scripttype="x-shader/x-fragment"id="Image">precisionhighpfloat;uniformsampler2DiChannel0;// ... the code of Image tab with the uniforms and wrapping as above</script><script>// ... your prefer method of loading shader-web-background as described above</script><script>shaderWebBackground.shade({shaders:{BufferA:{uniforms:{iChannel0:(gl,loc,ctx)=>ctx.texture(loc,ctx.buffers.BufferA)}},Image:{uniforms:{iChannel0:(gl,loc,ctx)=>ctx.texture(loc,ctx.buffers.BufferA)}}}});</script></head><body></body></html>
It's possible to alter default vertex shader for each fragment shader by providingthe following script in the<head>
:
<scripttype="x-shader/x-vertex"id="shaderIdVertex"> attribute vec2 V; varying vec2 uv; void main(){gl_Position=vec4(V,0,1);}</script><scripttype="x-shader/x-fragment"id="shaderId">// ...varyingvec2uv;// ...</script>
ℹ️ Note: the scripttype
is set tox-shader/x-vertex
and theid
attribute is prepended withVertex
suffix. The vertex attribute should be namedV
.
ℹ️ Note:varying vec2 uv
can be specified to be shared between vertexand fragment shaders (not added by default).
- set the html background color to the dominant color of your shader to avoid flickeringon page load
git clone https://github.com/xemantic/shader-web-background.gitcd shader-web-background./gradlew compileJs
It will trigger Google Closure Compiler which will check sources using type informationand transpile them into minified JavaScript files:
This project has been developed usingIntelliJ IDEA withgoogle-java-formatplugin enabled. The most noticeable element of this style are 2 spacesinstead of 4 for rendering tabs.
Either:
- fork this repo
- openindex.html and scroll to
<section>
- add your project to the list
- create pull-request
Orsend me a link with description.
- gradle as a build system
- Kotlin for scripting the build
- WebGLforOpenGL based rendering
- Google Closure Compiler for verifying JavaScript and minimizing it
- highlight.js (minimal modification -GLSL in HTML script support) for presenting the code in demofolder
- screenfull.js for cross-browser fullscreensupport in library demo
- NoSleep.js for preventing sleep and screen dimmingin fullscreen mode demo
- BrowserStack for testing the library on variety ofphysical mobile and tablet devices
- remove h1 on iphone as an alternative to real fullscreen
- add an option to install as a home app on android and iOS
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Displays GLSL fragment shaders as a website background. Supports offscreen buffers and floating point textures on almost any browser and hardware. Compatible with Shadertoy.
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