GitHub - luruke/magicshader: ? Tiny helper for three.js to debug and write shade...
source link: https://github.com/luruke/magicshader
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README.md
? MagicShader
A thin wrapper on top of RawShaderMaterial
, that allows to easily create new uniforms and live-edit them via dat.gui
.
No need to create the uniforms manually and bind them with dat.gui
.
Just write some comments in your GLSL, and everything will work magically ✨
?️♂️ How to use
Install via npm
npm i -D magicshader
and just use it instead of RawShaderMaterial
:
import MagicShader from 'magicshader'; const material = new MagicShader({...})
The parameters are exactly the same.
?♀️ Ok...where the magic is?
Now you can add the // ms({})
magic comment after your uniforms.
Example:
const material = new MagicShader({ vertexShader: ` precision highp float; attribute vec3 position; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: ` precision highp float; uniform vec3 color; // ms({ value: '#ff0000' }) void main() { gl_FragColor = vec4(color, 1.0); } ` });
No need to init your uniform or bind dat.gui
.
You can just work on your GLSL files.
?? What else?
const material = new MagicShader({ name: 'Cube Shader!', vertexShader: ` precision highp float; attribute vec3 position; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform vec3 translate; // ms({ value: [0, 0, 0], step: 0.01 }) uniform float scale; // ms({ value: 0.5, options: { small: 0.5, medium: 1, big: 2 } }) uniform mat4 aMatrix4; // ms({ value: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] }) void main() { vec3 pos = position + translate; pos *= scale; gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0); } `, fragmentShader: ` precision highp float; uniform vec3 color; // ms({ value: '#ff0000' }) uniform float brightness; // ms({ value: 0, range: [0, 0.5], step: 0.1 }) uniform vec2 dummyValue; // ms({ value: [1024, 768], range: [[0, 2000], [0, 1500]] }) uniform bool visible; // ms({ value: 1, name: 'Visibility' }) uniform int test; // ms({ value: 0 }) void main() { gl_FragColor = vec4(color + brightness, 1.0); } ` });
? Ok, cool. Just finished my app and I'm ready to deploy
Then you can hide the dat.gui
UI
import MagicShader, { gui } from 'magicshader'; gui.destroy();
? TODO
- Do more tests...
- add support for sampler2D and FBO?
- check if it works with firefox/safari shader editor
- inspect/edit threejs default uniforms (like
projectionMatrix
) - support spector reload
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