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javascriptglslshaderwebglshadertoy

How to run a shader from Shadertoy in your J/s file with WebGL and GLSL?


I'm new to programming shaders and I want to create a shader with WebGL and GLSL. To see how it really works, I want to test a shader from Shadertoy. But how do you take the code from Shadertoy and actually get to run it in a J/S file? Do you just need to copy the code from Shadertoy into the fragment shader, or what?


Solution

  • See the following very basic example. You can put the Shadertoy code in the mainImage function in the fragment shader:

    (function loadscene() {    
    
    var canvas, gl, vp_size, prog, bufObj = {}, mousepos = [0, 0];
    
    function initScene() {
    
        canvas = document.getElementById( "ogl-canvas");
        gl = canvas.getContext( "experimental-webgl" );
        if ( !gl )
          return;
    
        canvas.addEventListener('mousemove', (e) => {
            mousepos = [e.clientX, e.clientY];
        });
    
        progDraw = gl.createProgram();
        for (let i = 0; i < 2; ++i) {
            let source = document.getElementById(i==0 ? "draw-shader-vs" : "draw-shader-fs").text;
            let shaderObj = gl.createShader(i==0 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
            gl.shaderSource(shaderObj, source);
            gl.compileShader(shaderObj);
            let status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
            if (!status) alert(gl.getShaderInfoLog(shaderObj));
            gl.attachShader(progDraw, shaderObj);
            gl.linkProgram(progDraw);
        }
        status = gl.getProgramParameter(progDraw, gl.LINK_STATUS);
        if ( !status ) alert(gl.getProgramInfoLog(progDraw));
        progDraw.inPos = gl.getAttribLocation(progDraw, "inPos");
        progDraw.iTime = gl.getUniformLocation(progDraw, "iTime");
        progDraw.iMouse = gl.getUniformLocation(progDraw, "iMouse");
        progDraw.iResolution = gl.getUniformLocation(progDraw, "iResolution");
        gl.useProgram(progDraw);
    
        var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
        var inx = [ 0, 1, 2, 0, 2, 3 ];
        bufObj.pos = gl.createBuffer();
        gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
        gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
        bufObj.inx = gl.createBuffer();
        bufObj.inx.len = inx.length;
        gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
        gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
        gl.enableVertexAttribArray( progDraw.inPos );
        gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 ); 
        
        gl.enable( gl.DEPTH_TEST );
        gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
    
        window.onresize = resize;
        resize();
        requestAnimationFrame(render);
    }
    
    function resize() {
        //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
        vp_size = [window.innerWidth, window.innerHeight];
        //vp_size = [256, 256]
        canvas.width = vp_size[0];
        canvas.height = vp_size[1];
    }
    
    function render(deltaMS) {
    
        gl.viewport( 0, 0, canvas.width, canvas.height );
        gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
       
        gl.uniform1f(progDraw.iTime, deltaMS/1000.0);
        gl.uniform2f(progDraw.iResolution, canvas.width, canvas.height);
        gl.uniform2f(progDraw.iMouse, mousepos[0], mousepos[1]);
        gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
        
        requestAnimationFrame(render);
    }  
    
    initScene();
    
    })();
    <script id="draw-shader-fs" type="x-shader/x-fragment">
    precision mediump float;
    
    uniform vec2 iResolution;
    uniform vec2 iMouse;
    uniform float iTime;
    
    void mainImage(out vec4 fragColor, in vec2 fragCoord)
    {
        vec2 st = fragCoord.xy / iResolution.xy;
        fragColor = vec4(st, 0.0, 1.0);
    }
    
    void main() 
    {
        mainImage( gl_FragColor, gl_FragCoord.xy );
    }
    </script>
    
    <script id="draw-shader-vs" type="x-shader/x-vertex">
    attribute vec2 inPos;
    
    void main() 
    {
        gl_Position = vec4(inPos, 0.0, 1.0);
    }
    </script>
    
    <canvas id="ogl-canvas" style="border: none"></canvas>