GlslCanvas is JavaScript Library that helps you easily load GLSL Fragment and Vertex Shaders into an HTML canvas. I have used this in my Book of Shaders and glslEditor.
How to use it?
There are different ways to do this. But first, make sure you are loading the latest version of GlslCanvas.min.js
on your page by adding this line to your HTML:
<script type="text/javascript" src="https://rawgit.com/patriciogonzalezvivo/glslCanvas/master/build/GlslCanvas.min.js"></script>
The easy way
Make a canvas element in your HTML, make sure the class name is glslCanvas
and to assign a shader to it, trought a url using the attribute data-fragment-url
or directly writing your code inside the data-fragment
attribute.
<canvas class="glslCanvas" data-fragment-url="shader.frag" width="500" height="500"></canvas>
That's all! glslCanvas will automatically load a WebGL context in that <canvas>
element, compile the shader and animate it for you.
As you can see, in this example we are loading the fragment shader by setting the attribute data-fragment-url
to a url. But there are also a few other ways to load data to our glslCanvas
:
data-fragment
: load a fragment shader by providing the content of the shader as a stringdata-fragment-url
: load a fragment shader by providing a valid urldata-vertex
: load a fragment shader by providing the content of the shader as a stringdata-vertex-url
: load a fragment shader by providing a valid urldata-textures
: add a list of texture urls separated by commas (ex:data-textures="texture.jpg,normal_map.png,something.jpg"
). Textures will be assigned in order touniform sampler2D
variables with names following this style:u_tex0
,u_tex1
,u_tex2
, etc.
All the catched .glslCanvas
element whill be stored in the windows.glslCanvases
array.
The JS way
Create a <canvas>
element and construct a glsCanvas()
sandbox from it.
var canvas = document.createElement("canvas");
var sandbox = new GlslCanvas(canvas);
In the case you need to reload the
Reloading shaders from JS
You can change the content of the shader as many times you want. Here are some examples:
// Load only the Fragment Shader
var string_frag_code = "main(){\ngl_FragColor = vec4(1.0);\n}\n";
sandbox.load(string_frag_code);
// Load a Fragment and Vertex Shader
var string_vert_code = "attribute vec4 a_position; main(){\ggl_Position = a_position;\n}\n";
sandbox.load(string_frag_code, string_vert_code);
Default Uniforms
Some uniforms are automatically loaded for you:
u_time
: afloat
representing elapsed time in seconds.u_resolution
: avec2
representing the dimensions of the viewport.u_mouse
: avec2
representing the position of the mouse, defined in Javascript with.setMouse({x:[value],y:[value])
.u_tex[number]
: asampler2D
containing textures loaded with thedata-textures
attribute.
You can also send your custom uniforms to a shader with .setUniform([name],[...value])
. GlslCanvas will parse the value you provide to determine its type. If the value is a String
, GlslCanvas will parse it as the url of a texture.
// Assign .5 to "uniform float u_brightness"
sandbox.setUniform("u_brightness",.5);
// Assign (.2,.3) to "uniform vec2 u_position"
sandbox.setUniform("u_position",.2,.3);
// Assign a red color to "uniform vec3 u_color"
sandbox.setUniform("u_color",1,0,0);
// Load a new texture and assign it to "uniform sampler2D u_texture"
sandbox.setUniform("u_texture","data/texture.jpg");
Quick start demo
In the index.html
file, you will find handy example code to start.
Demo page: patriciogonzalezvivo.github.io/glslCanvas/
Collaborate
If you'd like to contribute to this code, you need to:
- Install
node
andnpm
- Install gulp globally
npm install
npm install -g gulp
- Fork and clone this repository
git clone https://github.com/patriciogonzalezvivo/glslCanvas.git
- "Gulp" while you edit it
cd glslCanvas
gulp
- Push to your local fork and make your pull request
Thank you