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authorskal <pascal.massimino@gmail.com>2026-02-10 00:50:08 +0100
committerskal <pascal.massimino@gmail.com>2026-02-10 00:50:08 +0100
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treed5b69ca9af0036a13fff13d927e989c3de6f153e /tools/shader_editor/SHADER_EDITOR_DETAILS.md
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docs: Reorganize shader editor documentation
README.md: Streamlined quick start and feature overview SHADER_EDITOR_DETAILS.md: Technical reference (architecture, uniforms, examples) SHADER_EDITOR_PLAN.md: Development roadmap with 5 phases Summary of implemented features: - Live WebGPU preview (1280×720, autoplay) - Syntax highlighting (placeholder-based, prevents overlap) - #include composition (recursive resolution) - Animation controls (time, beat, audio_peak) - File I/O (load/save .wgsl) Next priorities: 1. Multi-resolution support 2. Improved syntax highlighting 3. Texture upload Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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+# WGSL Shader Editor - Technical Details
+
+## Architecture
+
+**Single-file HTML app** (~850 lines)
+- No build step, no external dependencies
+- Inline JavaScript (ES6 classes)
+- Overlay-based syntax highlighting
+
+**Components:**
+1. `ShaderComposer` - Recursive #include resolution with placeholders
+2. `WebGPUPreview` - Full-screen quad rendering, uniform management
+3. Syntax highlighter - Regex-based token classification
+
+## Uniform Buffer Layout
+
+All shaders receive `CommonUniforms` at `@group(0) @binding(2)`:
+
+```wgsl
+struct CommonUniforms {
+ resolution: vec2<f32>, // Canvas width/height (1280, 720)
+ _pad0: f32, // Alignment padding
+ _pad1: f32,
+ aspect_ratio: f32, // resolution.x / resolution.y
+ time: f32, // Seconds since start (resetable)
+ beat: f32, // Loop time 0.0→1.0 (period: 0.1-10s)
+ audio_intensity: f32, // Manual slider 0-1 or auto-pulse
+};
+```
+
+**Size:** 32 bytes (matches C++ `CommonPostProcessUniforms`)
+
+## Bind Group Specification
+
+Standard bindings for all shaders:
+
+```wgsl
+@group(0) @binding(0) var smplr: sampler; // Linear sampler
+@group(0) @binding(1) var txt: texture_2d<f32>; // 1x1 black texture
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+```
+
+**Note:** All three bindings must be referenced in shader code (even if unused) for WebGPU's auto layout to include them in the bind group.
+
+## Shader Composition
+
+`#include "name"` directives are resolved recursively:
+
+1. Replace comments/strings with `__PLACEHOLDER_N__`
+2. Scan for `#include "snippet_name"`
+3. Recursively resolve snippet (with duplicate detection)
+4. Inject as `// --- Included: name ---` block
+5. Restore placeholders
+
+**Snippet Registry:**
+- Hardcoded: `common_uniforms`
+- Fetched: `math/*`, `render/*`, `sdf_primitives`, etc.
+
+## Syntax Highlighting
+
+**Technique:** Transparent textarea over styled `<pre>` overlay
+
+**Token Classes:**
+- `.hl-keyword` - `fn`, `var`, `let`, `struct`, etc. (blue)
+- `.hl-type` - `f32`, `vec3`, `mat4x4`, etc. (cyan)
+- `.hl-attribute` - `@vertex`, `@binding`, etc. (light blue)
+- `.hl-function` - Function names before `(` (yellow)
+- `.hl-number` - Numeric literals (green)
+- `.hl-comment` - `// ...` (green)
+- `.hl-string` - `"..."` (orange)
+
+**Process:**
+1. Escape HTML entities (`<`, `>`, `&`)
+2. Extract comments/strings → placeholders
+3. Highlight syntax in remaining text
+4. Restore placeholders with highlighted versions
+5. Update overlay on input (debounced 300ms)
+
+## Example Shaders
+
+### Minimal
+
+```wgsl
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+struct CommonUniforms {
+ resolution: vec2<f32>,
+ _pad0: f32, _pad1: f32,
+ aspect_ratio: f32,
+ time: f32,
+ beat: f32,
+ audio_intensity: f32,
+};
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ return vec4<f32>(uv, 0.5 + 0.5 * sin(uniforms.time), 1.0);
+}
+```
+
+### With Composition
+
+```wgsl
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1), vec2<f32>(3, -1), vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+#include "math/sdf_shapes"
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ var uv = (p.xy / uniforms.resolution) * 2.0 - 1.0;
+ uv.x *= uniforms.aspect_ratio;
+
+ let d = sdSphere(vec3<f32>(uv, 0.0), 0.3);
+ let col = mix(vec3<f32>(0.1, 0.2, 0.3), vec3<f32>(0.8, 0.4, 0.9), step(d, 0.0));
+
+ return vec4<f32>(col, 1.0);
+}
+```
+
+### Default Scene (Loaded on Start)
+
+Animated gradient background with pulsing circle synced to `beat`:
+
+```wgsl
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ var uv = (p.xy / uniforms.resolution) * 2.0 - 1.0;
+ uv.x *= uniforms.aspect_ratio;
+
+ // Animated gradient
+ let t = uniforms.time * 0.3;
+ let bg = vec3<f32>(
+ 0.1 + 0.1 * sin(t + uv.y * 2.0),
+ 0.15 + 0.1 * cos(t * 0.7 + uv.x * 1.5),
+ 0.2 + 0.1 * sin(t * 0.5)
+ );
+
+ // Pulsing circle
+ let d = length(uv) - 0.3 - 0.1 * sin(uniforms.beat * 6.28);
+ let circle = smoothstep(0.02, 0.0, d);
+ let glow = 0.02 / (abs(d) + 0.02);
+
+ let col = bg + vec3<f32>(circle) * vec3<f32>(0.8, 0.4, 0.9)
+ + glow * 0.1 * vec3<f32>(0.6, 0.3, 0.8);
+
+ // Sample base texture (unused but required for bind group layout)
+ let base = textureSample(txt, smplr, p.xy / uniforms.resolution);
+
+ return vec4<f32>(col * uniforms.audio_intensity + base.rgb * 0.0, 1.0);
+}
+```
+
+## Testing
+
+Load existing workspace shaders:
+- `../../workspaces/main/shaders/passthrough.wgsl` - Passthrough with #include
+- `../../workspaces/main/shaders/distort.wgsl` - Post-process effect
+- `../../workspaces/main/shaders/vignette.wgsl` - Simple effect
+
+## Performance
+
+- ~60 FPS at 1280×720 on integrated GPU
+- Syntax highlighting: <5ms per update (debounced 300ms)
+- Shader compilation: 10-50ms (cached by WebGPU)
+- File I/O: Instant (browser FileReader API)
+
+## Browser Requirements
+
+- **Chrome 113+** or **Edge 113+** (WebGPU support)
+- **Not supported:** Firefox (WebGPU behind flag), Safari (partial)
+- **CORS:** Use local HTTP server for module imports (if re-modularized)