Package Exports
- gl-basic-shader
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Readme
gl-basic-shader
Generates and compiles a basic shader with some common attributes and uniforms and a Model, View, Projection vertex transform. Also includes a command-line interface
var createShader = require('gl-basic-shader')
var shader = createShader(gl, {
texcoord: true, //vertex texcoords
normal: false, //vertex normals
color: true, //vertex colors
tint: [1, 0, 0, 1] //uniform color tint
})
//do some stuff with it
shader.bind()
shader.uniforms.texture0 = 0
shader.attribuets.texcoord0.pointer()
shader.attributes.color.pointer()
The resulting shader will be compiled with the generated source:
// vertex shader
attribute vec4 position;
attribute vec4 color;
attribute vec2 texcoord0;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
varying vec4 v_col;
varying vec2 v_tex0;
void main() {
gl_Position = projection * view * model * position;
v_col = color;
v_tex0 = texcoord0;
gl_PointSize = 1.0;
}
//fragment shader
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_col;
varying vec2 v_tex0;
uniform sampler2D texture0;
uniform vec4 tint;
void main() {
gl_FragColor = v_col * texture2D(texture0, v_tex0) * tint;
}
Usage
shader = createShader(gl[, options])
Creates a basic shader with the given options:
texcoord
whether to generatetexcoord0
attribute vec2 andtexture0
sampler2D. If this is a number, then N texcoords and samplers will be used:texture0
,texture1
, etc.normal
wherther to generate anormal
attribute vec3color
whether to generate acolor
attribute vec4tint
the default value bound to thetint
uniform vec4, if not specified then white is usedpointSize
thegl_PointSize
for the vertex shader, defualt 1.0
If the texcoord
, normal
or color
options are false (or texcoord
is 0) then that attribute will not be included in the shader.
The projection
, model
, and view
matrices are set to an identity matrix initially.
createShader.generate([options])
This function is exposed to provide the generated shader source, useful for testing and other purposes where GL shader compilation may not be desirable. The options are the same as the constructor.
var source = require('gl-basic-shader').generate(options)
console.log(source.vertex, source.fragment, source.attributes, source.uniforms)
attributes
The attributes. Some may not be present if not specified at construction. They use a fixed location for easier VAO bindings.
vec4 position
(location=0)vec3 normal
(location=1)vec4 color
(location=2)vec2 texcoord0
,texcoord1
, etc.. (location=3..N)
uniforms
The uniforms.
mat4 model
mat4 view
mat4 projection
vec4 tint
sampler2D texture0
,texture1
, etc
cli
You can also use the command line tool to print a generic shader.
Examples:
# print the vertex and fragment shader with the given options
gl-basic-shader --color --normal --texcoord=2
# print a new vertex shader to a file
gl-basic-shader --vert > vert.glsl
# pretty-print the JSON with extracted uniform/attribute info
# could then be fed easily into gl-shader-core
gl-basic-shader -jpe > shader.json
Full options:
Generate a basic shader.
Usage: gl-basic-shader [opts]
Options:
--help, -h show help message
--color, -c insert color vertex attribute
--texcoord, -t insert texcoord vertex attribute(s)
--normal, -n insert normal vertex attribute
--json, -j json output
--pretty, -p pretty print json
--extract, -e extract attribs/uniforms (json only)
--frag, -f only show fragment shader
--vert, -v only show vertex shader
License
MIT, see LICENSE.md for details.