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.
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>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 sampler2Dvariables 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.
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
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);Some uniforms are automatically loaded for you:
u_time: afloatrepresenting elapsed time in seconds.u_resolution: avec2representing the dimensions of the viewport.u_mouse: avec2representing the position of the mouse, defined in Javascript with.setMouse({x:[value],y:[value]).u_tex[number]: asampler2Dcontaining textures loaded with thedata-texturesattribute.
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");In the index.html file, you will find handy example code to start.
Demo page: patriciogonzalezvivo.github.io/glslCanvas/
If you'd like to contribute to this code, you need to:
- Install
nodeandnpm - 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