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diff --git a/tools/shader_editor/SHADER_EDITOR_DETAILS.md b/tools/shader_editor/SHADER_EDITOR_DETAILS.md new file mode 100644 index 0000000..b8bbb25 --- /dev/null +++ b/tools/shader_editor/SHADER_EDITOR_DETAILS.md @@ -0,0 +1,189 @@ +# 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) |
