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This project is part of the
@thi.ng/umbrella monorepo.
About
DSL to define shader code in TypeScript and cross-compile to GLSL, JS and other targets.
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Example shader running in plain JS & Canvas 2D context,
cross-compiled JS/GLSL outputs on the right
Both an embedded
DSL and IR
format to
encourage and define modular shader code directly in TypeScript and
then cross-compile to different languages. Using GLSL types and
semantics as starting point, the DSL is used as an assembly language to
define a partially (as much as possible / feasible) type checked AST,
incl. custom, user defined functions, higher-order functions, inline
functions, automatic vector-scalar overrides, most of GLSL ES 3.0
built-ins, arg checking, and function return type inference.
Code generation can be done for individual expressions or entire shader
programs, incl. call graph analysis and topological re-ordering of all
transitively called functions (other than built-ins). Currently only
GLSL & JS are supported as target (see code gen packages below), but
custom code generators can be easily added. Once more details have been
ironed out, we aim to support Houdini
VEX (in-progress),
WASM, WHLSL for
WebGPU in the near future as well.
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Comparison of the raymarch shader example (link further below), cross
compiled to both GLSL (left) and JavaScript (right). Difference image of both results in the center.
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Larger
version - The same raymarching example compiled to Houdini VEX and used as "Point
Wrangle" to displace a grid geometry (using only the depth value of the
raymarching step).
Standard library of common, higher level operations
In addition to the code generation aspects, this package also provides a
form of "standard library", pure functions for common shader & GPGPU use
cases and which can be used as syntax sugar and / or higher level
building blocks for your own shaders. So far, this includes various math
utils, lighting models, fog equations, SDF primitives / operators,
raymarching helpers etc. These functions are distributed in as separate
package.
Benefits
- no more copy & pasting, string interpolation / templating: use
standard TS/JS tooling & full IDE integration to create shaders (e.g.
docs strings, packaging, 3rd party dependencies etc.)
- all non-builtin functions keep track of their transitive dependencies,
enabling call graph analysis, dead code elimination, topologically
correct code output ordering etc. - all without manual user intervention
- improve general re-use, especially once more target codegens are
available (see future goals).
- higher-order function composition & customization (e.g. see
raymarch.ts,
or
additive.ts)
- cross compilation to different graphics environments
- shader functions can be called like standard TS/JS functions (incl.
automatically type checked args via TS mapped types)
- type checking (at authoring time & compile time)
and type annotations of all AST nodes catches many issues early on
- avoids complex GLSL parsing as done by other transpilers
- shader code will be fully minimized along with main app code in
production builds as part of standard bundling processes / tool
chains, no extra plugins needed
- small run time & file size overhead (depending on output target impl)
Prior art / influences
Future goals
See the project
dashboard for current
status. The TL;DR list...
Status
STABLE - used in production
Support packages
Related packages
Installation
yarn add @thi.ng/shader-ast
// ES module
<script type="module" src="https://unpkg.com/@thi.ng/shader-ast?module" crossorigin></script>
// UMD
<script src="https://unpkg.com/@thi.ng/shader-ast/lib/index.umd.js" crossorigin></script>
Package sizes (gzipped, pre-treeshake): ESM: 4.66 KB / CJS: 5.19 KB / UMD: 4.63 KB
Dependencies
Usage examples
Several demos in this repo's
/examples
directory are using this package.
A selection:
Screenshot | Description | Live demo | Source |
---|
 | 2D canvas shader emulation | Demo | Source |
 | Evolutionary shader generation using genetic programming | Demo | Source |
 | HOF shader procedural noise function composition | Demo | Source |
 | WebGL & JS canvas2D raymarch shader cross-compilation | Demo | Source |
 | WebGL & JS canvas 2D SDF | Demo | Source |
 | WebGL & Canvas2D textured tunnel shader | Demo | Source |
 | Fork-join worker-based raymarch renderer | Demo | Source |
 | Entity Component System w/ 100k 3D particles | Demo | Source |
 | WebGL cube maps with async texture loading | Demo | Source |
 | WebGL instancing, animated grid | Demo | Source |
 | WebGL MSDF text rendering & particle system | Demo | Source |
| Minimal multi-pass / GPGPU example | Demo | Source |
 | Shadertoy-like WebGL setup | Demo | Source |
 | WebGL screenspace ambient occlusion | Demo | Source |
API
Generated API docs
Supported types
float
(32 bit)int
(signed 32bit)uint
(unsigned 32bit)bool
vec2
(f32)vec3
(f32)vec4
(f32)ivec2
(i32)ivec3
(i32)ivec4
(i32)uvec2
(u32)uvec3
(u32)uvec4
(u32)bvec2
(bool)bvec3
(bool)bvec4
(bool)mat2
(2x2, f32)mat3
(3x3, f32)mat4
(4x4, f32)sampler2D
sampler3D
samplerCube
sampler2DShadow
samplerCubeShadow
isampler2D
isampler3D
isamplerCube
usampler2D
usampler3D
usamplerCube
Operators
The following operators are all applied componentwise, take 2 arguments
and support mixed vector / scalar args. One of the operands can also be
a plain JS number, but not both. The resulting AST nodes will contain
type hints to simplify later code generation tasks:
If one of the operands is a vector or matrix and the other scalar, the
result will be vector/matrix.
If a plain (unwrapped) JS number value is given for one of the operands,
it will be automatically wrapped in a suitable type, based on that of
the other operand. E.g. In add(vec2(1), 10)
, the 10
will be cast to
float(10)
. In add(ivec2(1), 10)
, it will be cast to int(10)
...
mul
has exceptional semantics for matrix * matrix
, matrix * vector
and vector * matrix
operands (all perform correct linear
algebraic multiplications). See GLSL ES language reference.
Comparison
All comparisons result in a bool
term (i.e. Term<"bool">
)
AST | GLSL |
---|
lt | < |
lte | <= |
eq | == |
neq | != |
gte | >= |
gt | > |
Logic
Bitwise
AST | GLSL |
---|
bitand | & |
bitor | ` |
bitxor | ^ |
bitnot | ~ |
Swizzling
Only available for vector types - to extract, , optionally reordered,
components and / or to expand, shorten vectors. If only one component is
selected, the result will be a scalar, else a vector of the specified
length.
$(vec3(1,2,3), "zyx")
=> vec3(3,2,1)
Syntax sugar for single component lookups:
$x(v)
(same as $(v, "x")
)$y(v)
$z(v)
$w(v)
$xy(v)
$xyz(v)
Swizzle patterns are type checked in the editor (and at compile time), i.e.
$(vec2(1,2), "xyx")
=> ok (results in equivalent of vec3(1,2,1)
)$(vec2(1,2), "xyz")
=> illegal (since z
is not available in a vec2
)
Array index lookups
Symbol definitions / assignments
sym
arraySym
assign
input
output
uniform
Control flow
If-Then-Else
ifThen(test, truthy, falsy)
Ternary operator
ternary(test, truthy, falsy)
For-loop
forLoop(sym, testFn, iterFn, bodyFn)
While-loop
Built-in functions
The most common set of GLSL ES 3.0 builtins are supported. See
/builtin
for reference.
User defined functions
Functions can be created via defn
and can accept 0-8 typed
arguments. Functions declared in this manner can be called like any
other TS/JS function and will return a function call AST node with the
supplied args.
const lambert = defn(
"float",
"lambert",
["vec3", "vec3", "bool"],
(n, ldir, bidir) => {
let d: FloatSym;
return [
(d = sym(dot(n, ldir))),
ret(
ternary(
bidir,
fit1101(d),
clamp(d, float(0), float(1))
)
)
];
}
);
When defn
is called, the function body will be checked for correct
return types. Additionally a call graph for the function is generated to
ensure the code generator later emits all dependent functions in the
correct order.
Since defn
returns a standard TS/JS function, all arguments will be
automatically type checked at call sites (in TypeScript only).
Function arguments
Function argument lists are given as arrays, with each item either:
- an AST type string, e.g.
"float"
- a tuple of
[type, name?, opts?]
, e.g. ["vec2", "bar", { q: "out" }]
If no name is specified, an auto-generated one will be used. Generally,
this is preferable, since these names are only used for code generation
purposes and in most cases only need to be machine readable...
The body function (last arg given to defn
), is called with
instantiated, typed symbols representing each arg and can use any name
within that function (also as shown in the above example).
See SymOpts
interface in
/api/syms.ts
for more details about the options object...
Inline functions
If no function local variables are required and/or inlining is desired,
vanilla TS/JS functions can be used to produce a partial AST, which is
then inserted at the call site:
const sinc = (x: FloatTerm, k: FloatTerm) =>
div(sin(mul(x,k)), mul(x, k));
Performance tip for INLINE functions only: Since the FloatTerm
type (or similarly any other XXXTerm
type) refers to any expression
evaluating to a "float"
, in some cases (like this sinc()
example) it
might be better to only accept FloatSym
arguments, since this ensures
the arg expressions are not causing duplicate evaluation. For example:
sinc(length(mul(vec3(1,2,3), 100)), float(10));
...will be expanded to:
div(
sin(mul(length(mul(vec3(1,2,3), 100)),k)),
mul(length(mul(vec3(1,2,3), 100)), k)
);
...which is not desirable.
If, however, the inline function asks for FloatSym
args, the caller is
forced to supply variables and so is also responsible to pre-define
them... Alternatively, the function could be re-defined via defn
to
avoid such issues altogether (but then causes an additional function
call at runtime - nothing comes for free!).
Global scope
Input / output variables / declarations
Program definition
program([...decls, ...functions])
Code generation
Currently, an AST can be compiled into the following languages:
GLSL (ES)
See
@thi.ng/shader-ast-glsl
for further details.
import { GLSLVersion, targetGLSL } from "@thi.ng/shader-ast-glsl";
const glsl = targetGLSL({
version: GLSLVersion.GLES_300,
versionPragma: true,
type: "fs"
});
console.log(glsl(lambert))
JavaScript
See
@thi.ng/shader-ast-js
for further details.
import { targetJS } from "@thi.ng/shader-ast-js";
const js = targetJS();
console.log(js(lambert))
Compilation & execution
AST tooling & traversal
Tree traversals
walk
allChildren
scopeChildren
Constant folding
Currently only works for scalars and primitive math ops:
import { constantFolding } from "@thi.ng/shader-ast";
const ast = mul(float(10), add(float(1), float(2)));
constantFolding(ast)
Authors
Karsten Schmidt
License
© 2019 - 2020 Karsten Schmidt // Apache Software License 2.0