Small react component letting you easily add responsive full canvas shader to your React page. shadertoy-react
supports shadertoy
glsl syntax, but also the classic glsl syntax, so you can easily build your shader in shadertoy leveraging the live reload functionality and copy past it to your React app once you are done without having to worry about converting the syntax to the classic glsl syntax.
shadertoy-react
also gives you access to almost all the built in uniforms existing on shadertoy
plus some new ones like for example the gyroscope data of your phone etc. Start writting code using any of these built in uniforms without having to worry about passing anything to the shader, shadertoy-react
takes care of all that for you. Also, you can still pass customs uniforms as a prop if you actually need some more flexibility.
You could for example use postprocessing on images and videos, raytracing, raymarching, etc... the limitation are yours, now you have everything you need to focus on the shader art itself.
Same as the Shadertoy implementation. Basically it uses WebGL on a <canvas/>
and render a material on a full viewport quad composed of 2 triangles. The canvas size matches the css size of your element, by default it it 100% 100% of your parent element size, this can be changed by passing a custom style={}
prop to your component. It is also making sure that anything that is not used in your shader is not being processed in the JS side to avoid useless event listeners, etc. so if you don't use the iMouse
uniform the mouse event listener will not be activated and the iMouse
uniform will not be added and passed to your shader.
Try shadertoy-react
on codesandbox to get a taste of the functionalities.
Example of the simplest React Component using shadertoy-react
:
import React from 'react';
import { render} from 'react-dom';
import ShadertoyReact from 'shadertoy-react';
const ExampleApp = () =>
<Container>
<ShadertoyReact fs={fs}/>
</Container>;
Example of working shader with shadertoy
like syntax:
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord.xy/iResolution.xy;
vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
fragColor = vec4(col,1.0);
}
Example of working shader with classic GLSL syntax:
void main(void) {
vec2 uv = gl_FragCoord.xy/iResolution.xy;
vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
gl_FragColor = vec4(col,1.0);
}
Here are a few built in react props you can pass to your component. Feel free to suggest more.
fs
-- A string containing your fragment shader.textures
-- An array of textures objects following that structure{url: ... , minFilter: , magFilter: , wrapS: ,wrapT: }
the format supported are (.jpg, .jpeg, .png, .bmp) for images, and (.mp4, .3gp, .webm, .ogv) for videos. Textures needs to be squared otherwise they will be automatically squared for you. minFilter, magFilter, wrapS, wrapT are optionals, by default their values are set to{url: ... , minFilter: LinearMipMapLinearFilter, magFilter: LinearFilter, wrapS: ReapeatWrapping, wrapT: ReapeatWrapping}
.uniforms
-- An object containing uniforms objects following that structure { uTest: {type: , value: }, uTest2: {type: , value: }, uTest3: {type: , value: } ... }. To know more about the supported types please refer to the custom uniforms section.clearColor
-- An array[red, green, blue, alpha]
Specifies the color values used when clearing color buffers method of the WebGL API by default[0, 0, 0, 1]
.precision
-- GLSL Precision qualifier, by default highp, it can be lowp, mediump, highp depending on how much precision the GPU uses when calculating floats.devicePixelRatio
-- A value passed to set the pixel density of the canvas. By default 1.contextAttributes
-- To customize your WebGL context attributes.style
-- Pass a React Inline style to customize the style of your canvas.onDoneLoadingTextures
-- Callback called once all textures are done being loaded, usefull when you want to wait for your shader to have all the needed texture before seeing it on screen. Using that callback you could for example simply fade the canvas in using css.lerp
-- A value in between 0 - 1 used to lerp the mouse position in your fragment shader.
Built in uniforms are uniforms that are being passed automatically to your shader without having you doing anything. You can start using every single one of them without having to do anything. We are taking care of that for you.
uniform float iTime
-- Shader playback time (in seconds).uniform float iTimeDelta
-- Render time (in seconds).uniform int iFrame
-- Shader playback frame.uniform vec2 iResolution
-- Viewport resolution (in pixels).uniform vec4 iDate
-- (Year, month, day, time in seconds).uniform vec4 iMouse
-- Mouse pixel coords. xy: current (if MLB down), zw: click.uniform sampler2D iChannel^n
-- The textures input channel you've passed; numbered in the same order as the textures passed as prop in your react component.uniform vec3 iChannelResolution[n]
-- An array containing the texture channel resolution (in pixels).
uniform vec4 iDeviceOrientation
-- Raw data from device orientation where respectively x: Alpha, y: Beta, z: Gamma and w: window.orientation.#define DPR 1.0
-- The canvas device pixel ratio (1.0 by default or props.devicePixelRatio).
Shadertoy React now supports adding your owns uniforms by passing an uniforms props containing uniforms objects. Here is a list of the supported uniforms and their respective formats. Note: If you are whiling to pass multiple Vectors, Matrices, Ints, Floats, make sure to pass flat arrays as shown below.
Type | GLSL Type | Uniforms values in JS | Read in GLSL |
---|---|---|---|
1f |
float |
val |
uValue |
2f |
vec2 |
[x, y] |
uValue.xy |
3f |
vec3 |
[x, y, z] |
uValue.xyz |
4f |
vec4 |
[x, y, z, w] |
uValue.xyzw |
1fv |
float or float array |
val or [val, val, ...] |
uValue or uValue[n] |
2fv |
vec2 or vec2 array |
[x, y] or [x, y, x, y, ...] |
uValue.xy or uValue[n].xy |
3fv |
vec3 or vec3 array |
[x, y, z] or [x, y, z, x, y, z, ...] |
uValue.xyz or uValue[n].xyz |
4fv |
vec4 or vec4 array |
[x, y, z, w] or [x, y, z, w, x, y, z, w ...] |
uValue.xyzw or uValue[n].xyzw |
1i |
int |
val |
uValue |
2i |
ivec2 |
[x, y] |
uValue.xy |
3i |
ivec3 |
[x, y, z] |
uValue.xyz |
4i |
ivec4 |
[x, y, z, w] |
uValue.xyzw |
1iv |
int or int array |
val or [val, val, val, ...] |
uValue or uValue[n] |
2iv |
ivec2 or ivec2 array |
[x, y] or [x, y, x, y, ...] |
uValue.xy or uValue[n].xy |
3iv |
ivec3 or ivec3 array |
[x, y, z] or [x, y, z, x, y, z, ...] |
uValue.xyz or uValue[n].xyz |
4iv |
ivec4 or ivec4 array |
[x, y, z, w] or [x, y, z, w, x, y, z, w ...] |
uValue.xyzw or uValue[n].xyzw |
Matrix2fv |
mat2 or mat2 array |
[m00, m01, m10, m11] or [m00, m01, m10, m11, m00, m01, m10, m11 ...] |
uValue[0->1][0->1] or uValue[n][0->1][0->1] |
Matrix3fv |
mat3 or mat3 array |
[m00, m01, m02, m10, m11, m12, m20, m21, m22] or [m00, m01, m02, m10, m11, m10, m12, m20, m21, m22, m00, m01, m02, m10, m11, m10, m12, m20, m21, m22 ...] |
uValue[0->2][0->2] or uValue[n][0->2][0->2] |
Matrix4fv |
mat4 or mat4 array |
[m00, m01, m02, m03, m10, m11, m10, m12, m20, m21, m22, m30, m31, m32, m33] or [m00, m01, m02, m03, m10, m11, m10, m12, m20, m21, m22, m30, m31, m32, m33, m00, m01, m02, m03, m10, m11, m10, m12, m20, m21, m22, m30, m31, m32, m33 ...] |
uValue[0->3][0->3] or uValue[n][0->3][0->3] |
How to do it:
import React from 'react';
import { render} from 'react-dom';
import ShadertoyReact from 'shadertoy-react';
const ExampleApp = () => {
const { scrollY } = this.state;
const uniforms = {
uScrollY : {type: '1f', value: scrollY }, // float
uTestArrayFloats : {type: '1fv', value: [0.2, 0.4, 0.5, 0.5, 0.6] }, // Array of float
uTestArrayVecs2 : {type: '2fv', value: [0.2, 0.4, 0.5, 0.5] }, // 2 vec2 passed as a flat array
uTestMatrix : {
type: 'Matrix2fv',
value: [0., 1., 2., 3.] // 2x2 Matrix
}
};
return
(<Container>
<ShadertoyReact
fs={fs}
uniforms={uniforms}
/>
</Container>);
}
Example of shader you could write using these custom uniforms:
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// You can then directly use uScrollY, uTestMatrix, uTestArrayFloats without having to worry about anything else.
gl_FragColor = vec4(uScrollY, uTestMatrix[0][0], uTestArrayFloats[0], uTestArrayVecs2[0].xy);
}
By default shadertoy-react
lets you pass an array of texture object, shadertoy-react
takes care of loading the textures for you. A callback is available and called once all the textures are done loading. Each texture gets a uniform name iChannel(n)
following the same order that in the prop passed to the react component, you can then directly use iChanel(n)
in your shader.
import React from 'react';
import { render} from 'react-dom';
import ShadertoyReact, { LinearFilter, RepeatWrapping } from 'shadertoy-react';
const ExampleApp = () =>
<Container>
<ShadertoyReact
fs={fs}
textures={[
{ url: './mytexture.png' },
]}
/>
</Container>;
In your shader you can directly do for example:
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord.xy / iResolution.xy;
vec4 texture = texture(iChannel0, uv);
gl_FragColor = texture;
}
By default all of your textures are being squared if they aren't, then the default Texture Filtering and Wrapping are being applied to them, using shadertoy-react
you can apply your own filters. shadertoy-react
contains all the WebGL texture filtering constants and texture wrapping constants. So you can easily import them in your code and make sure to pass the right one to your texture options.
Example of optionnal texture related imports:
import ShadertoyReact, {
NearestFilter,
LinearFilter,
NearestMipMapNearestFilter,
LinearMipMapNearestFilter,
NearestMipMapLinearFilter,
LinearMipMapLinearFilter,
ClampToEdgeWrapping,
MirroredRepeatWrapping,
RepeatWrapping,
} from 'shadertoy-react';
Example of usage of optionnal texture filtering:
import React from 'react';
import { render} from 'react-dom';
import ShadertoyReact, { LinearFilter, RepeatWrapping } from 'shadertoy-react';
const ExampleApp = () =>
<Container>
<ShadertoyReact
fs={fs}
textures={[
{ url: ..., minFilter: LinearFilter, magFilter: LinearFilter, wrapS: RepeatWrapping, wrapT: RepeatWrapping },
{ url: ..., minFilter: LinearFilter, magFilter: LinearFilter, wrapS: RepeatWrapping, wrapT: RepeatWrapping },
{ url: ..., minFilter: LinearFilter, magFilter: LinearFilter, wrapS: RepeatWrapping, wrapT: RepeatWrapping },
]}
/>
</Container>;
- Module Support for props IntelliSense.
- Dynamically load new texture when textures props changes.
- Add lazy loading logic with 1x 2x 3x etc. so your shader can receive
<img />
like src files. - Add support for #define constantes in shader from prop.
- Add camera feed as a texture.
- Add support for Data texture.
- Add support for WebGL2 and GLSL 3.0.
- Add support to multi passes as Shadertoy is doing.
- Add support for Cube texture.
- Add support for keyboard uniforms / inputs.
- Add support for iChannelTime.
Add possibility to specify gl clearColor in a propv1.0.4Add shader precision as react prop.v1.0.2Add support for classic syntax (void main(void)) etc.v1.0.2Add support for custom uniforms.v1.0.1Add props for optionnal mouse lerping.v1.0.0Add built in uniform for phone device orientation / gyroscope based effects.v1.0.0Add support for iDate.v1.0.0Add support for video textures.v1.0.0Add support for iChannelResolution.v1.0.0