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magicshader's Introduction

๐Ÿ”ฎ 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 โœจ

๐Ÿ•ต๏ธโ€โ™‚๏ธ 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.

๐Ÿคทโ€โ™€๏ธ 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);
    }
  `
});

This will give you:
1

No need to init your uniform or bind dat.gui.
You can just work on your GLSL files.

๐Ÿ‘จโ€๐Ÿ’ป 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);
    }
  `
});

Will result in:
full

๐Ÿ•ต๏ธโ€ SpectorJS

With the SpectorJS extension enabled, you can live-edit the shaders. You can even add and modify "magic" uniforms on the fly.

full

๐Ÿ’… 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();

๐Ÿ˜ด 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)

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