This is a continuation from WebGL Fundamentals.If you haven't read about how WebGL works you might want to read this first.
We've talked about shaders and GLSL but haven't really given them any specific details.I think I was hoping it would be clear by example but let's try to make it clearer just in case.
As mentioned in how it works WebGL requires 2 shaders every time youdraw something. A vertex shader and a fragment shader. Each shader is a function. A vertexshader and fragment shader are linked together into a shader program (or just program). A typicalWebGL app will have many shader programs.
Vertex Shader
A Vertex Shader's job is to generate clip space coordinates. It always takes the form
void main() { gl_Position = doMathToMakeClipspaceCoordinates}
Your shader is called once per vertex. Each time it's called you are required to set the special global variable, gl_Position
to some clip space coordinates.
Vertex shaders need data. They can get that data in 3 ways.
- Attributes (data pulled from buffers)
- Uniforms (values that stay the same for all vertices of a single draw call)
- Textures (data from pixels/texels)
Attributes
The most common way is through buffers and attributes.How it works covered buffers andattributes. You create buffers,
var buf = gl.createBuffer();
put data in those buffers
gl.bindBuffer(gl.ARRAY_BUFFER, buf);gl.bufferData(gl.ARRAY_BUFFER, someData, gl.STATIC_DRAW);
Then, given a shader program you made you look up the location of its attributesat initialization time
var positionLoc = gl.getAttribLocation(someShaderProgram, "a_position");
and at render time tell WebGL how to pull data out of those buffers and into the attribute
// turn on getting data out of a buffer for this attributegl.enableVertexAttribArray(positionLoc);var numComponents = 3; // (x, y, z)var type = gl.FLOAT; // 32bit floating point valuesvar normalize = false; // leave the values as they arevar offset = 0; // start at the beginning of the buffervar stride = 0; // how many bytes to move to the next vertex // 0 = use the correct stride for type and numComponentsgl.vertexAttribPointer(positionLoc, numComponents, type, normalize, stride, offset);
In WebGL fundamentals we showed that we can do no mathin the shader and just pass the data directly through.
attribute vec4 a_position;void main() { gl_Position = a_position;}
If we put clip space vertices into our buffers it will work.
Attributes can use float
, vec2
, vec3
, vec4
, mat2
, mat3
, and mat4
as types.
Uniforms
For a shader uniforms are values passed to the shader that stay the samefor all vertices in a draw call. As a very simple example we could add an offset tothe vertex shader above
attribute vec4 a_position;+uniform vec4 u_offset;void main() { gl_Position = a_position + u_offset;}
And now we could offset every vertex by a certain amount. First we'd look up thelocation of the uniform at initialization time
var offsetLoc = gl.getUniformLocation(someProgram, "u_offset");
And then before drawing we'd set the uniform
gl.uniform4fv(offsetLoc, [1, 0, 0, 0]); // offset it to the right half the screen
Note that uniforms belong to individual shader programs. If you have multiple shader programswith uniforms of the same name both uniforms will have their own locations and hold their ownvalues. When calling gl.uniform???
you're only setting the uniform for the current program.The current program is the last program you passed to gl.useProgram
.
Uniforms can be many types. For each type you have to call the corresponding function to set it.
gl.uniform1f (floatUniformLoc, v); // for floatgl.uniform1fv(floatUniformLoc, [v]); // for float or float arraygl.uniform2f (vec2UniformLoc, v0, v1); // for vec2gl.uniform2fv(vec2UniformLoc, [v0, v1]); // for vec2 or vec2 arraygl.uniform3f (vec3UniformLoc, v0, v1, v2); // for vec3gl.uniform3fv(vec3UniformLoc, [v0, v1, v2]); // for vec3 or vec3 arraygl.uniform4f (vec4UniformLoc, v0, v1, v2, v4); // for vec4gl.uniform4fv(vec4UniformLoc, [v0, v1, v2, v4]); // for vec4 or vec4 arraygl.uniformMatrix2fv(mat2UniformLoc, false, [ 4x element array ]) // for mat2 or mat2 arraygl.uniformMatrix3fv(mat3UniformLoc, false, [ 9x element array ]) // for mat3 or mat3 arraygl.uniformMatrix4fv(mat4UniformLoc, false, [ 16x element array ]) // for mat4 or mat4 arraygl.uniform1i (intUniformLoc, v); // for intgl.uniform1iv(intUniformLoc, [v]); // for int or int arraygl.uniform2i (ivec2UniformLoc, v0, v1); // for ivec2gl.uniform2iv(ivec2UniformLoc, [v0, v1]); // for ivec2 or ivec2 arraygl.uniform3i (ivec3UniformLoc, v0, v1, v2); // for ivec3gl.uniform3iv(ivec3UniformLoc, [v0, v1, v2]); // for ivec3 or ivec3 arraygl.uniform4i (ivec4UniformLoc, v0, v1, v2, v4); // for ivec4gl.uniform4iv(ivec4UniformLoc, [v0, v1, v2, v4]); // for ivec4 or ivec4 arraygl.uniform1i (sampler2DUniformLoc, v); // for sampler2D (textures)gl.uniform1iv(sampler2DUniformLoc, [v]); // for sampler2D or sampler2D arraygl.uniform1i (samplerCubeUniformLoc, v); // for samplerCube (textures)gl.uniform1iv(samplerCubeUniformLoc, [v]); // for samplerCube or samplerCube array
There's also types bool
, bvec2
, bvec3
, and bvec4
. They use either the gl.uniform?f?
or gl.uniform?i?
functions.
Note that for an array you can set all the uniforms of the array at once. For example
// in shaderuniform vec2 u_someVec2[3];// in JavaScript at init timevar someVec2Loc = gl.getUniformLocation(someProgram, "u_someVec2");// at render timegl.uniform2fv(someVec2Loc, [1, 2, 3, 4, 5, 6]); // set the entire array of u_someVec2
But if you want to set individual elements of the array you must look up the location ofeach element individually.
// in JavaScript at init timevar someVec2Element0Loc = gl.getUniformLocation(someProgram, "u_someVec2[0]");var someVec2Element1Loc = gl.getUniformLocation(someProgram, "u_someVec2[1]");var someVec2Element2Loc = gl.getUniformLocation(someProgram, "u_someVec2[2]");// at render timegl.uniform2fv(someVec2Element0Loc, [1, 2]); // set element 0gl.uniform2fv(someVec2Element1Loc, [3, 4]); // set element 1gl.uniform2fv(someVec2Element2Loc, [5, 6]); // set element 2
Similarly if you create a struct
struct SomeStruct { bool active; vec2 someVec2;};uniform SomeStruct u_someThing;
you have to look up each field individually
var someThingActiveLoc = gl.getUniformLocation(someProgram, "u_someThing.active");var someThingSomeVec2Loc = gl.getUniformLocation(someProgram, "u_someThing.someVec2");
Textures in Vertex Shaders
See Textures in Fragment Shaders.
Fragment Shader
A Fragment Shader's job is to provide a color for the current pixel being rasterized.It always takes the form
precision mediump float;void main() { gl_FragColor = doMathToMakeAColor;}
Your fragment shader is called once per pixel. Each time it's called you are requiredto set the special global variable, gl_FragColor
to some color.
Fragment shaders need data. They can get data in 3 ways
- Uniforms (values that stay the same for every pixel of a single draw call)
- Textures (data from pixels/texels)
- Varyings (data passed from the vertex shader and interpolated)
Uniforms in Fragment Shaders
See Uniforms in Shaders.
Textures in Fragment Shaders
Getting a value from a texture in a shader we create a sampler2D
uniform and use the GLSLfunction texture2D
to extract a value from it.
precision mediump float;uniform sampler2D u_texture;void main() { vec2 texcoord = vec2(0.5, 0.5); // get a value from the middle of the texture gl_FragColor = texture2D(u_texture, texcoord);}
What data comes out of the texture is dependent on many settings.At a minimum we need to create and put data in the texture, for example
var tex = gl.createTexture();gl.bindTexture(gl.TEXTURE_2D, tex);var level = 0;var width = 2;var height = 1;var data = new Uint8Array([ 255, 0, 0, 255, // a red pixel 0, 255, 0, 255, // a green pixel]);gl.texImage2D(gl.TEXTURE_2D, level, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
And set the texture's filtering
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
At initialization time look up the uniform location in the shader program
var someSamplerLoc = gl.getUniformLocation(someProgram, "u_texture");
At render time bind the texture to a texture unit
var unit = 5; // Pick some texture unitgl.activeTexture(gl.TEXTURE0 + unit);gl.bindTexture(gl.TEXTURE_2D, tex);
And tell the shader which unit you bound the texture to
gl.uniform1i(someSamplerLoc, unit);
Varyings
A varying is a way to pass a value from a vertex shader to a fragment shader which wecovered in how it works.
To use a varying we need to declare matching varyings in both a vertex and fragment shader.We set the varying in the vertex shader with some value per vertex. When WebGL draws pixelsit will interpolate between those values and pass them to the corresponding varying inthe fragment shader
Vertex shader
attribute vec4 a_position;uniform vec4 u_offset;+varying vec4 v_positionWithOffset;void main() { gl_Position = a_position + u_offset;+ v_positionWithOffset = a_position + u_offset;}
Fragment shader
precision mediump float;+varying vec4 v_positionWithOffset;void main() {+ // convert from clip space (-1 <-> +1) to color space (0 -> 1).+ vec4 color = v_positionWithOffset * 0.5 + 0.5;+ gl_FragColor = color;}
The example above is a mostly nonsense example. It doesn't generally make sense todirectly copy the clip space values to the fragment shader and use them as colors. Neverthelessit will work and produce colors.
GLSL
GLSL stands for Graphics Library Shader Language. It's the language shaders are writtenin. It has some special semi unique features that are certainly not common in JavaScript.It's designed to do the math that is commonly needed to compute things for rasterizinggraphics. So for example it has built in types like vec2
, vec3
, and vec4
whichrepresent 2 values, 3 values, and 4 values respectively. Similarly it has mat2
, mat3
and mat4
which represent 2x2, 3x3, and 4x4 matrices. You can do things like multiplya vec
by a scalar.
vec4 a = vec4(1, 2, 3, 4);vec4 b = a * 2.0;// b is now vec4(2, 4, 6, 8);
Similarly it can do matrix multiplication and vector to matrix multiplication
mat4 a = ???mat4 b = ???mat4 c = a * b;vec4 v = ???vec4 y = c * v;
It also has various selectors for the parts of a vec. For a vec4
vec4 v;
v.x
is the same asv.s
andv.r
andv[0]
.v.y
is the same asv.t
andv.g
andv[1]
.v.z
is the same asv.p
andv.b
andv[2]
.v.w
is the same asv.q
andv.a
andv[3]
.
It is able to swizzle vec components which means you can swap or repeat components.
v.yyyy
is the same as
vec4(v.y, v.y, v.y, v.y)
Similarly
v.bgra
is the same as
vec4(v.b, v.g, v.r, v.a)
when constructing a vec or a mat you can supply multiple parts at once. So for example
vec4(v.rgb, 1)
Is the same as
vec4(v.r, v.g, v.b, 1)
Also
vec4(1)
Is the same as
vec4(1, 1, 1, 1)
One thing you'll likely get caught up on is that GLSL is very type strict.
float f = 1; // ERROR 1 is an int. You can't assign an int to a float
The correct way is one of these
float f = 1.0; // use floatfloat f = float(1) // cast the integer to a float
The example above of vec4(v.rgb, 1)
doesn't complain about the 1
because vec4
iscasting the things inside just like float(1)
.
GLSL has a bunch of built in functions. Many of them operate on multiple components at once.So for example
T sin(T angle)
Means T can be float
, vec2
, vec3
or vec4
. If you pass in vec4
you get vec4
backwhich the sine of each of the components. In other words if v
is a vec4
then
vec4 s = sin(v);
is the same as
vec4 s = vec4(sin(v.x), sin(v.y), sin(v.z), sin(v.w));
Sometimes one argument is a float and the rest is T
. That means that float will be appliedto all the components. For example if v1
and v2
are vec4
and f
is a float then
vec4 m = mix(v1, v2, f);
is the same as
vec4 m = vec4( mix(v1.x, v2.x, f), mix(v1.y, v2.y, f), mix(v1.z, v2.z, f), mix(v1.w, v2.w, f));
You can see a list of all the GLSL functions on the last page of the WebGLReference Card.If you like really dry and verbose stuff you can trythe GLSL spec.
Putting it all together
That's the point of this entire series of posts. WebGL is all about creating various shaders, supplyingthe data to those shaders and then calling gl.drawArrays
or gl.drawElements
to have WebGL processthe vertices by calling the current vertex shader for each vertex and then render pixels by calling the current fragment shader for each pixel.
Actually creating the shaders requires several lines of code. Since those lines are the same inmost WebGL programs and since once written you can pretty much ignore them. How to compile GLSL shadersand link them into a shader program is covered here.
If you're just starting from here you can go in 2 directions. If you are interested in image processingI'll show you how to do some 2D image processing.If you are interesting in learning about translation,rotation, scale and eventually 3D then start here.