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Visit your global Editor Settings.
<canvas id="canvas"></canvas>
<textarea id="codeEditor" class="editor" autocapitalize="false" spellcheck="false" oninput="render()"></textarea>
<pre id="error"></pre>
<div id="indicator"></div>
<div id="controls">
<input id="btnToggleView" type="checkbox" name="toggleView" onclick="toggleView()">
<input id="btnToggleResolution" type="checkbox" name="toggleResolution" onchange="toggleResolution()">
<input id="btnReset" type="checkbox" name="reset" onclick="reset()">
</div>
<script type="x-shader/x-vertex" id="vertexShader">#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
in vec4 position;
void main(void) {
gl_Position = position;
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
out vec4 O;
uniform float time;
uniform vec2 resolution;
uniform vec2 touch;
uniform int pointerCount;
#define mouse (touch/R)
#define FC gl_FragCoord.xy
#define R resolution
#define T (time*.5)
#define P pointerCount
#define S smoothstep
#define N normalize
#define rot(a) mat2(cos(a-vec4(0,11,33,0)))
#define hue(a) (.6+.6*cos(6.3*(a)+vec3(0,23,21)))
#define mapto(x,a,b,c,d) (((x)-(a))/((b)-(a))*((d)-(c))+(c))
float map(vec3 p);
float smin(float a,float b,float k) { float h=clamp(.5+.5*(b-a)/k,.0,1.); return mix(b,a,h)-k*h*(1.-h); }
float tor(vec3 p, vec2 s) { vec2 c=vec2(length(p.xz)-s.x,p.y); return length(c)-s.y; }
vec3 norm(vec3 p) { float h=1e-3;vec2 k=vec2(-1,1); return N(k.xyy*map(p+k.xyy*h)+k.yxy*map(p+k.yxy*h)+k.yyx*map(p+k.yyx*h)+k.xxx*map(p+k.xxx*h)); }
void cam(inout vec3 p) { if (P>0) { p.yz*=rot(-mouse.y*6.3+3.14); p.xz*=rot(3.14-mouse.x*6.3); } else { p.yz*=rot(sin(T)-.5*cos(tanh(T))); } }
float rnd(vec2 p) { return fract(sin(dot(p,vec2(12.9898,78.233)))*345678.); }
float noise(vec2 p) { vec2 i=floor(p),f=fract(p),u=S(.0,1.,f); float a=rnd(i),b=rnd(i+vec2(1,0)),c=rnd(i+vec2(0,1)),d=rnd(i+1.); return mix(mix(a,b,u.x),mix(c,d,u.x),u.y); }
float fbm(vec2 p) { float t=.0,a=1.; for(int i=0;i<5;i++) { t+=a*noise(p+T*.2);p*=2.;a*=.5; } return t; }
vec3 sky(vec3 r, vec3 l) {
float t=T*.1,
v=pow(max(.0,dot(r,l)),3.);
vec2 uv=vec2(abs(atan(r.z,r.x))+t,t-atan(r.y,length(r.xz)));
float
a=fbm(uv*vec2(1,3)),
b=fbm(uv*vec2(2,5));
b=S(.3,.7,b);
vec3
col=mix(vec3(.6,.8,.9),vec3(.1),a*b);
col=mix(col,vec3(1,.8,.3)*b,v);
col=mix(col*.2,mix(vec3(.1,.1,.162),vec3(1.,.7,.4),v),v);
return col;
}
float map(vec3 p) {
const float n=5.; // number of rings
float d=5e5, v=floor(n*.5);
for (float i=.0; i<n; i++) {
float k=i-v;
d=smin(d,tor(p-vec3(0,k*sin(T),0),vec2(1.-abs(mapto(i*i,.0,pow(n,2.2),-1.,1.)),.2)),.125);
}
return d;
}
void main(void) {
vec2 uv = (FC-.5*R)/min(R.x,R.y);
vec3 col = vec3(0),
p=vec3(0,0,-6),
rd=N(vec3(uv,1)),
l=N(vec3(0,10,0));
cam(p);
cam(rd);
const float steps=400., maxd=12.;
for (float i=.0; i<steps; i++) {
float d=map(p);
if (d<1e-3) {
vec3 n=norm(p),
r=reflect(rd,n);
col=hue(p.y*.3)*4.;
col*=pow(r.y,7.);
col=pow(col,vec3(.4545));
break;
}
if (d>maxd) {
col=sky(rd,l)*1.5+.2;
break;
}
p+=rd*d;
}
O = vec4(col,1);
}
</script>
::-webkit-scrollbar {
width: 0.625rem;
height: 0.625rem;
}
::-webkit-scrollbar-thumb {
background: #111;
border-radius: 0.3125rem;
box-shadow: inset 0.125rem 0.125rem 0.125rem rgba(255, 255, 255, 0.25),
inset -0.125rem -0.125rem 0.125rem rgba(0, 0, 0, 0.25);
cursor: default;
}
::-webkit-scrollbar-track {
background: #333;
}
html, body {
height: 100vh;
height: 100dvh;
margin: 0;
overflow: hidden;
}
body {
display: grid;
grid-template-rows: calc(100dvh - 4rem) 4rem;
font-family: system-ui, sans-serif;
}
canvas, .editor {
grid-row: 1;
grid-column: 1;
}
canvas {
width: 100%;
height: auto;
object-fit: contain;
background: repeating-linear-gradient(45deg, #f3f3f3, #f3f3f3 10px, #e3e3e3 10px, #e3e3e3 20px);
touch-action: none;
}
.editor, .overlay, #error {
background: #1116;
padding: 1em;
}
.editor {
color: #fefefe;
tab-size: 2;
border: none;
resize: none;
}
.editor:focus {
outline: none;
}
#error {
grid-row: 2;
grid-column: 1;
min-height: 4rem;
padding-block: 0;
color: firebrick;
overflow: auto;
}
#indicator {
visibility: hidden;
position: absolute;
top: calc(var(--top, 0px) - var(--scroll-top, 0px));
width: 0;
height: 0;
border-top: 10px solid transparent;
border-bottom: 10px solid transparent;
border-left: 10px solid firebrick;
transform: translateY(-25%);
}
.overlay {
position: absolute;
top: 0;
left: 0;
right: 0;
margin: 0;
}
.editor, .overlay {
font-size: 1rem;
line-height: 1.2;
white-space: pre;
}
#controls {
display: flex;
gap: .25em;
position: fixed;
top: 1em;
right: 1em;
}
.hidden {
display: none;
}
input {
all: unset;
width: 3rem;
height: 2rem;
opacity: .2;
filter: saturate(0) invert(1);
cursor: pointer;
transition: opacity 500ms ease-in-out;
text-align: center;
vertical-align: middle;
}
input:hover {
opacity: 1;
}
#btnToggleView::after {
content: '👁';
}
#btnToggleView:checked::after {
content: '✏️';
}
#btnToggleResolution::after {
content: '1️⃣';
}
#btnToggleResolution:checked::after {
content: '2️⃣';
}
#btnReset::after {
content: '⏮️';
}
let editMode = false // set to false to hide the code editor on load
let resolution = 1 // set to .5 to start with half resolution on load
/*********
* made by Matthias Hurrle (@atzedent)
*
* A simple fragment shader editor with live preview.
* Updates the shader code on every edit with a debounce time of 1 second.
* Supports high DPI displays.
* Shader errors are displayed in the editor and the line is highlighted.
* Supports tab indentation (for single line only and not with selections).
* Strores the shader code in local storage.
* Revert to the default shader code with the reset button in the top right corner (most right).
* Change the resolution with the button in the top right corner. 1 = 1x, 2 = 1/2x.
* Toggle the code editor with the button in the top right corner.
* Default shader code is in the HTML.
*/
let gl
function compile(shader, source) {
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader))
document.dispatchEvent(new CustomEvent('shader-error', { detail: gl.getShaderInfoLog(shader) }))
}
}
let program, vs, fs
function deleteShader() {
gl.detachShader(program, vs)
gl.detachShader(program, fs)
gl.deleteShader(vs)
gl.deleteShader(fs)
gl.deleteProgram(program)
}
function setup() {
vs = gl.createShader(gl.VERTEX_SHADER)
fs = gl.createShader(gl.FRAGMENT_SHADER)
compile(vs, vertexShader.textContent)
compile(fs, codeEditor.value)
program = gl.createProgram()
gl.attachShader(program, vs)
gl.attachShader(program, fs)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(program))
}
}
let vertices, buffer
function init() {
vertices = [-1, 1, -1, -1, 1, 1, 1, -1,]
buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW)
const position = gl.getAttribLocation(program, "position")
gl.enableVertexAttribArray(position)
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)
program.resolution = gl.getUniformLocation(program, "resolution")
program.time = gl.getUniformLocation(program, "time")
program.touch = gl.getUniformLocation(program, "touch")
program.pointerCount = gl.getUniformLocation(program, "pointerCount")
}
let dpr = Math.max(1, resolution * window.devicePixelRatio)
const mouse = {
x: 0,
y: 0,
touches: new Set(),
update: function (x, y, pointerId) {
const editor = document.getElementById('codeEditor')
// prevent touch events from updating mouse position when editor is visible
if (!editor.classList.contains('hidden')) return
this.x = x * dpr
this.y = (innerHeight - y) * dpr
this.touches.add(pointerId)
},
remove: function (pointerId) { this.touches.delete(pointerId) }
}
let frm
function loop(now) {
if (program) {
gl.clearColor(0, 0, 0, 1)
gl.clear(gl.COLOR_BUFFER_BIT)
gl.useProgram(program)
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.uniform2f(program.resolution, canvas.width, canvas.height)
gl.uniform1f(program.time, now * 1e-3)
gl.uniform2f(program.touch, mouse.x, mouse.y)
gl.uniform1i(program.pointerCount, mouse.touches.size)
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
}
frm = requestAnimationFrame(loop)
}
function start() {
setup()
init()
resize()
loop(0)
}
const storagekey = `fragmentSource${btoa(window.location)}`
function renderThis() {
console.log('rendering...')
error.innerHTML = ''
indicator.style.visibility = 'hidden'
error.blur()
localStorage.setItem(storagekey, codeEditor.value)
deleteShader()
cancelAnimationFrame(frm)
start()
return { timer: null }
}
function render() {
const delay = 1000 // 1 second default debounce time
if (renderThis.timer) {
clearTimeout(renderThis.timer)
}
renderThis.timer = setTimeout(renderThis, delay)
}
function handleKeydown(event) {
if (event.key === "Tab") {
event.preventDefault()
const editor = this
const start = editor.selectionStart
const end = editor.selectionEnd
editor.value = editor.value.substring(0, start) + "\t" + editor.value.substring(end)
editor.selectionStart = editor.selectionEnd = start + 1
}
}
function resize() {
const { innerWidth: width, innerHeight: height } = window
canvas.width = width * dpr
canvas.height = height * dpr
gl.viewport(0, 0, width * dpr, height * dpr)
}
function setError(message) {
error.innerHTML = message
const match = message.match(/ERROR: \d+:(\d+):/)
const lineNumber = match ? parseInt(match[1]) : 0
const overlay = document.createElement('pre')
overlay.classList.add('overlay')
overlay.textContent = '\n'.repeat(lineNumber)
document.body.appendChild(overlay)
const offsetTop = parseInt(getComputedStyle(overlay).height)
indicator.style.setProperty('--top', offsetTop + 'px')
indicator.style.visibility = 'visible'
document.body.removeChild(overlay)
}
function toggleView() {
for (const el of [indicator, codeEditor, error]) {
el.classList.toggle('hidden')
}
}
function reset() {
codeEditor.value = fragmentShader.textContent
render()
}
function toggleResolution() {
resolution = btnToggleResolution.checked ? .5 : 1
dpr = Math.max(1, resolution * window.devicePixelRatio)
resize()
}
window.onload = function () {
gl = canvas.getContext("webgl2")
if (!editMode) { btnToggleView.checked = true; toggleView() }
if (resolution === .5) { btnToggleResolution.checked = true; toggleResolution() }
codeEditor.value = localStorage.getItem(storagekey) || fragmentShader.textContent
codeEditor.addEventListener('keydown', handleKeydown)
document.addEventListener('shader-error', e => setError(e.detail))
codeEditor.addEventListener('scroll', () => indicator.style.setProperty('--scroll-top', codeEditor.scrollTop + 'px'))
start()
}
window.onresize = resize
window.addEventListener("pointerdown", e => mouse.update(e.clientX, e.clientY, e.pointerId))
window.addEventListener("pointerup", e => mouse.remove(e.pointerId))
window.addEventListener("pointermove", e => {
if (mouse.touches.has(e.pointerId))
mouse.update(e.clientX, e.clientY, e.pointerId)
})
Also see: Tab Triggers