DEV Community

Cover image for Create something beautiful this weekend! Write your first shader and put it on the web with WebGL
Tim McNamara
Tim McNamara

Posted on • Originally published at tumblr.com

Create something beautiful this weekend! Write your first shader and put it on the web with WebGL

I've always wanted to create a "shader" -- a graphics program that works really fast (it runs on your GPU) -- but I've always been put off because they seemed really difficult.

Shaders come in two forms: fragment shaders and vertex shaders. Fragment shaders are what we care about here, because they're more useful for drawing. A fragment shader is a type of shader that processes individual fragments (pixels) on the screen. It is responsible for determining the color of each pixel in the final rendered image. GLSL is a C-like language used for writing shaders in OpenGL.

All of this complexity has kept me away for a long time. Today I managed to put that fear aside and create this - a fun dynamic gradient background:

Running the shader yourself..

.. in ShaderToy

ShaderToy is an interactive web playground for running shaders.

void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
    // Normalized pixel coordinates (from 0 to 1)
    vec2 uv = fragCoord / iResolution.xy;

    // Time-based variables for smooth animation
    float t = iTime * 1.5;
    float t1 = sin(t) * 0.5 + 0.5;
    float t2 = cos(t) * 0.5 + 0.5;

    // Color components
    float r = sin(3.0 * uv.x + t1) * 0.5 + 0.5;
    float g = cos(3.0 * uv.y + t2) * 0.5 + 0.5;
    float b = sin(4.0 * (uv.x + uv.y) + t1 + t2) * 0.5 + 0.5;

    // Output the final color
    fragColor = vec4(r, g, b, 1.0);
}
Enter fullscreen mode Exit fullscreen mode

To use this shader, follow these steps:

  1. Go to https://www.shadertoy.com/new.
  2. Replace the existing code in the "mainImage" function with the code provided above.
  3. Click the "Play" button.

.. locally

If you want to learn how to use a shader in your own projects, you'll need to do a little more work to set things up.

The project has two files:

  • glsl.html - the main webpage
  • shader.frag - a fragment shader

glsl.html:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>GLSL/WebGL Shader Example</title>
    <meta name="author" content="Tim McNamara">
    <meta property=”og:url content=”https://github.com/timClicks/glsl-shader-intro” />
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <script type="text/javascript" src="https://rawgit.com/patriciogonzalezvivo/glslCanvas/master/dist/GlslCanvas.js"></script>
    <style>
        html, body {
          width:  100%;
          height: 100%;
          margin: 0;
        }
        canvas {
            display: block;
            width: 100%;
            height: 100%;
        }
    </style>
</head>
<body>
    <canvas class="glslCanvas" data-fragment-url="shader.frag"></canvas>
    <script>
        const canvas = document.querySelector('.glslCanvas');
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        const sandbox = new GlslCanvas(canvas);
    </script>
</body>
</html>
Enter fullscreen mode Exit fullscreen mode

shader.frag:

#ifdef GL_ES
precision mediump float;
#endif

uniform float u_time;
uniform vec2 u_resolution;

void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
    // Normalized pixel coordinates (from 0 to 1)
    vec2 uv = fragCoord / u_resolution.xy;

    // Time-based variables for smooth animation
    float t = u_time * 1.5;
    float t1 = sin(t) * 0.5 + 0.5;
    float t2 = cos(t) * 0.5 + 0.5;

    // Color components
    float r = sin(2.0 * uv.x + t1) * 0.5 + 0.5;
    float g = cos(3.0 * uv.y + t2) * 0.5 + 0.5;
    float b = sin(4.0 * (uv.x + uv.y) + t1 + t2) * 0.5 + 0.5;

    // Output the final color
    fragColor = vec4(r, g, b, 1.0);
}

void main() {
    mainImage(gl_FragColor, gl_FragCoord.xy);
}
Enter fullscreen mode Exit fullscreen mode

Note: the variables in WebGL are different than those available in ShaderToy. ShaderToy's iResolution becomes u_resolution and its iTime becomes u_time.

Explaining the code

The GLSL code in shader.frag is relatively short, but still fairly off-putting. Let's break it down.

Preprocessor

To start, we have a "Preprocessor directive". The compiler has stages, and one of the initial stages is called the "Preprocessor".

  #ifdef GL_ES
  precision mediump float;
  #endif
Enter fullscreen mode Exit fullscreen mode

This part checks if the shader is running on OpenGL ES (Embedded Systems), a subset of OpenGL for mobile and embedded devices. If so, it sets the default floating-point precision to "medium." Precision indicates the accuracy and range of floating-point variables. "Medium" precision offers a balance between performance and accuracy.

Creating two "uniform" (global) variables

uniform float u_time;
uniform vec2 u_resolution;
Enter fullscreen mode Exit fullscreen mode

Uniform variables are global variables that can be set from outside the shader, usually from the application code. In this case, u_time represents the elapsed time, and u_resolution represents the screen resolution as a 2D vector (width, height).

mainImage function

void mainImage(out vec4 fragColor, in vec2 fragCoord)
Enter fullscreen mode Exit fullscreen mode

The mainImage function processes the fragment color (fragColor) based on the fragment coordinates (fragCoord). It takes an "output variable" fragColor of type vec4 rather than use a return value to set the color of the fragment (pixel) and an input variable fragCoord of type vec2 that describes the fragment's coordinates.

Normalize pixel coordinates

vec2 uv = fragCoord / u_resolution.xy;
Enter fullscreen mode Exit fullscreen mode

This line translates the fragment's coordinates between absolute position and a relative position between 0 and 100%. I use the term normalized because the coordinates uv are independent from the device that is rendering the shader, whereas fragCoord is device-specific. The code calculates uv by dividing the fragment coordinates by the resolution. The uv coordinates will range from (0, 0) to (1, 1), representing the bottom-left and top-right corners of the screen, respectively.

Changing what's displayed over time

float t = u_time * 1.5;
float t1 = sin(t) * 0.5 + 0.5;
float t2 = cos(t) * 0.5 + 0.5;
Enter fullscreen mode Exit fullscreen mode

These lines create time-based variables for smooth animation. The t variable scales the elapsed time (u_time), while t1 and t2 use sine and cosine functions to create smoothly changing values that oscillate between 0 and 1.

Changing the constant being multiplied with u_time changes how quickly the image changes. Adjusting how t1 and t2 behave will affect the cycle that produces the colors.

Calculate color components (red, green, blue)

float r = sin(2.0 * uv.x + t1) * 0.5 + 0.5;
float g = cos(3.0 * uv.y + t2) * 0.5 + 0.5;
float b = sin(4.0 * (uv.x + uv.y) + t1 + t2) * 0.5 + 0.5;
Enter fullscreen mode Exit fullscreen mode

These lines calculate the red, green, and blue color components for each fragment using the time-based variables and the normalized pixel coordinates. The sine and cosine functions generate smoothly varying values, creating color gradients on the screen.

Set the pixel's color

fragColor = vec4(r, g, b, 1.0);
Enter fullscreen mode Exit fullscreen mode

This line sets the output fragColor with the calculated color components (r, g, b) and an alpha (transparency) value of 1.0 (fully opaque).

Main function

void main() {
    mainImage(gl_FragColor, gl_FragCoord.xy);
}
Enter fullscreen mode Exit fullscreen mode

The main function is the entry point of the shader. Its only job is to call the mainImage function that we've just chatted about. I've included mainImage to simplify refactoring and translating between your own HTML and ShaderToy's hosted environment.

Expanding the shader

You can further experiment with this shader by adjusting the parameters, such as the coefficients in the sine (sin) and cosine (cos) functions that produce color components, to create different effects.

Acknowledgments

This example makes use of the patriciogonzalezvivo/glslCanvas project, which makes it really easy to use a GLSL shader within the HTML tag.

GitHub logo patriciogonzalezvivo / glslCanvas

Simple tool to load GLSL shaders on HTML Canvas using WebGL

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.

Donate

How to use it?

There are different ways to do this. But first, make sure you are loading the latest version of GlslCanvas.js on your page by adding this line to your HTML:

<script type="text/javascript" src="https://rawgit.com/patriciogonzalezvivo/glslCanvas/master/dist/GlslCanvas.js"></script>
Enter fullscreen mode Exit fullscreen mode

or if you are using npm package manager on your console do:

npm install glslCanvas
Enter fullscreen mode Exit fullscreen mode

The easy way

  1. Create a canvas element in your HTML.
  2. Add the class name glslCanvas to the canvas.
  3. Assign it a shader
    • through 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"></
Enter fullscreen mode Exit fullscreen mode

Top comments (1)

Collapse
 
epicsy profile image
TRON OF SYRIA

hi prp
How do I communicate with you