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#!/usr/bin/env python3
# This file is part of the 64k demo project.
# Converts ShaderToy shader to demo effect boilerplate.
#
# Usage:
# ./tools/shadertoy/convert_shadertoy.py <shader.txt> <EffectName>
#
# Example:
# ./tools/shadertoy/convert_shadertoy.py tunnel.txt Tunnel
# ./tools/shadertoy/convert_shadertoy.py tools/shadertoy/example.txt Rainbow
#
# Generates:
# - src/gpu/effects/<effect>_effect.h
# - src/gpu/effects/<effect>_effect.cc
# - workspaces/main/shaders/<effect>.wgsl
#
# The script performs basic ShaderToy→WGSL conversion:
# - Converts types (float→f32, vec2→vec2<f32>, etc.)
# - Converts uniforms (iTime→uniforms.time, etc.)
# - Extracts mainImage() body into fs_main()
# - Generates boilerplate C++ effect class
#
# Manual fixes usually needed:
# - fragColor assignments → return statements
# - Variable name conflicts (e.g., shadowing 'p')
# - Complex type inference
# - Texture channel mappings
# - Helper function signatures
import sys
import os
import re
from pathlib import Path
def to_snake_case(name):
"""Convert CamelCase to snake_case."""
s1 = re.sub('(.)([A-Z][a-z]+)', r'\1_\2', name)
return re.sub('([a-z0-9])([A-Z])', r'\1_\2', s1).lower()
def to_upper_snake_case(name):
"""Convert CamelCase to UPPER_SNAKE_CASE."""
return to_snake_case(name).upper()
def to_camel_case(name):
"""Convert snake_case to CamelCase."""
return ''.join(word.capitalize() for word in name.split('_'))
def convert_shadertoy_to_wgsl(shader_code):
"""Basic ShaderToy to WGSL conversion."""
# Replace common ShaderToy uniforms
conversions = [
(r'\biResolution\b', 'uniforms.resolution'),
(r'\biTime\b', 'uniforms.time'),
(r'\bfragCoord\b', 'p.xy'),
# Type conversions
(r'\bfloat\b', 'f32'),
(r'\bvec2\b', 'vec2<f32>'),
(r'\bvec3\b', 'vec3<f32>'),
(r'\bvec4\b', 'vec4<f32>'),
(r'\bmat2\b', 'mat2x2<f32>'),
(r'\bmat3\b', 'mat3x3<f32>'),
(r'\bmat4\b', 'mat4x4<f32>'),
# Function declarations
(r'\bfloat\s+(\w+)\s*\(', r'fn \1('),
(r'\bvec2\s+(\w+)\s*\(', r'fn \1('),
(r'\bvec3\s+(\w+)\s*\(', r'fn \1('),
(r'\bvec4\s+(\w+)\s*\(', r'fn \1('),
# Function parameters (simple cases)
(r'\(\s*vec2\s+(\w+)\s*\)', r'(\1: vec2<f32>)'),
(r'\(\s*vec3\s+(\w+)\s*\)', r'(\1: vec3<f32>)'),
(r'\(\s*float\s+(\w+)\s*\)', r'(\1: f32)'),
# Return types
(r'\)\s*{', r') -> f32 {'), # Assume f32 return, may need manual fix
# Texture sampling
(r'\btexture\s*\(\s*iChannel0\s*,', 'textureSample(txt, smplr,'),
(r'\btexture\s*\(\s*iChannel1\s*,', 'textureSample(txt, smplr,'),
]
converted = shader_code
for pattern, replacement in conversions:
converted = re.sub(pattern, replacement, converted)
# Convert variable declarations
converted = re.sub(r'\bfloat\s+(\w+)\s*=', r'var \1: f32 =', converted)
converted = re.sub(r'\bvec2\s+(\w+)\s*=', r'var \1: vec2<f32> =', converted)
converted = re.sub(r'\bvec3\s+(\w+)\s*=', r'var \1: vec3<f32> =', converted)
converted = re.sub(r'\bvec4\s+(\w+)\s*=', r'var \1: vec4<f32> =', converted)
return converted
def extract_main_image(shader_code):
"""Extract mainImage function body from ShaderToy code."""
# Try to find mainImage function
match = re.search(r'void\s+mainImage\s*\([^)]+\)\s*\{(.*)\}', shader_code, re.DOTALL)
if match:
return match.group(1).strip()
# If no mainImage found, return whole shader
return shader_code
def generate_header(effect_name):
"""Generate .h file content."""
class_name = f"{effect_name}Effect"
snake_name = to_snake_case(effect_name)
upper_name = to_upper_snake_case(effect_name)
return f"""// This file is part of the 64k demo project.
// {effect_name} effect - ShaderToy conversion
// Generated by convert_shadertoy.py
#ifndef {upper_name}_EFFECT_H_
#define {upper_name}_EFFECT_H_
#include "gpu/effect.h"
#include "gpu/effects/post_process_helper.h"
#include "gpu/uniform_helper.h"
class {class_name} : public Effect {{
public:
{class_name}(const GpuContext& ctx);
~{class_name}() override;
void init(MainSequence* demo) override;
void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) override;
private:
// Effect-specific parameters - adjust as needed
struct {effect_name}Params {{
float param1;
float param2;
float _pad[2];
}};
static_assert(sizeof({effect_name}Params) == 16,
"{effect_name}Params must be 16 bytes for WGSL alignment");
MainSequence* demo_ = nullptr;
WGPURenderPipeline pipeline_ = nullptr;
WGPUBindGroup bind_group_ = nullptr;
WGPUSampler sampler_ = nullptr;
UniformBuffer<{effect_name}Params> params_;
}};
#endif /* {upper_name}_EFFECT_H_ */
"""
def generate_implementation(effect_name):
"""Generate .cc file content."""
class_name = f"{effect_name}Effect"
snake_name = to_snake_case(effect_name)
upper_name = to_upper_snake_case(effect_name)
return f"""// This file is part of the 64k demo project.
// {effect_name} effect implementation - ShaderToy conversion
// Generated by convert_shadertoy.py
#include "gpu/effects/{snake_name}_effect.h"
#include "gpu/effects/shader_composer.h"
#include "generated/assets.h"
{class_name}::{class_name}(const GpuContext& ctx) : Effect(ctx) {{
}}
{class_name}::~{class_name}() {{
if (sampler_)
wgpuSamplerRelease(sampler_);
if (bind_group_)
wgpuBindGroupRelease(bind_group_);
if (pipeline_)
wgpuRenderPipelineRelease(pipeline_);
}}
void {class_name}::init(MainSequence* demo) {{
demo_ = demo;
params_.init(ctx_.device);
WGPUSamplerDescriptor sampler_desc = {{}};
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
sampler_desc.maxAnisotropy = 1;
sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
size_t shader_size;
const char* shader_code = (const char*)GetAsset(
AssetId::ASSET_{upper_name}_SHADER, &shader_size);
std::string composed = ShaderComposer::Get().Compose({{}}, shader_code);
WGPUShaderSourceWGSL wgsl = {{}};
wgsl.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl.code = str_view(composed.c_str());
WGPUShaderModuleDescriptor desc = {{}};
desc.nextInChain = &wgsl.chain;
WGPUShaderModule module = wgpuDeviceCreateShaderModule(ctx_.device, &desc);
const WGPUColorTargetState target = {{
.format = ctx_.format,
.writeMask = WGPUColorWriteMask_All,
}};
WGPUFragmentState frag = {{}};
frag.module = module;
frag.entryPoint = str_view("fs_main");
frag.targetCount = 1;
frag.targets = ⌖
const WGPUDepthStencilState depth_stencil = {{
.format = WGPUTextureFormat_Depth24Plus,
.depthWriteEnabled = WGPUOptionalBool_False,
.depthCompare = WGPUCompareFunction_Always,
}};
WGPURenderPipelineDescriptor pipeline_desc = {{}};
pipeline_desc.label = label_view("{class_name}");
pipeline_desc.vertex.module = module;
pipeline_desc.vertex.entryPoint = str_view("vs_main");
pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
pipeline_desc.primitive.cullMode = WGPUCullMode_None;
pipeline_desc.depthStencil = &depth_stencil;
pipeline_desc.multisample.count = 1;
pipeline_desc.multisample.mask = 0xFFFFFFFF;
pipeline_desc.fragment = &frag;
pipeline_ = wgpuDeviceCreateRenderPipeline(ctx_.device, &pipeline_desc);
wgpuShaderModuleRelease(module);
WGPUTextureView prev_view = demo_->get_prev_texture_view();
const WGPUBindGroupEntry entries[] = {{
{{.binding = 0, .sampler = sampler_}},
{{.binding = 1, .textureView = prev_view}},
{{.binding = 2,
.buffer = uniforms_.get().buffer,
.size = sizeof(CommonPostProcessUniforms)}},
{{.binding = 3,
.buffer = params_.get().buffer,
.size = sizeof({effect_name}Params)}},
}};
const WGPUBindGroupDescriptor bg_desc = {{
.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0),
.entryCount = 4,
.entries = entries,
}};
bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc);
}}
void {class_name}::render(WGPURenderPassEncoder pass, float time,
float beat, float intensity, float aspect_ratio) {{
const CommonPostProcessUniforms uniforms = {{
.resolution = {{static_cast<float>(width_), static_cast<float>(height_)}},
.aspect_ratio = aspect_ratio,
.time = time,
.beat = beat,
.audio_intensity = intensity,
}};
uniforms_.update(ctx_.queue, uniforms);
const {effect_name}Params params = {{
.param1 = 1.0f,
.param2 = beat,
}};
params_.update(ctx_.queue, params);
wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
}}
"""
def generate_shader(effect_name, shadertoy_code):
"""Generate .wgsl file content."""
# Extract mainImage body
main_body = extract_main_image(shadertoy_code)
# Convert to WGSL
converted = convert_shadertoy_to_wgsl(main_body)
# Indent the converted code
indented = '\n'.join(' ' + line if line.strip() else ''
for line in converted.split('\n'))
return f"""// {effect_name} effect shader - ShaderToy conversion
// Generated by convert_shadertoy.py
// TODO: Review and fix conversion issues
@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;
struct {effect_name}Params {{
param1: f32,
param2: f32,
_pad0: f32,
_pad1: f32,
}}
@group(0) @binding(3) var<uniform> params: {effect_name}Params;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {{
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0)
);
return vec4<f32>(pos[i], 0.0, 1.0);
}}
// ============================================================================
// CONVERTED SHADERTOY CODE (may need manual fixes)
// ============================================================================
// Original helper functions (if any) appear above mainImage conversion
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {{
// Converted from mainImage()
{indented}
// TODO: Fix the return statement if needed
// ShaderToy used: fragColor = ...
// WGSL needs: return vec4<f32>(...);
}}
"""
def main():
if len(sys.argv) < 3:
print("Usage: convert_shadertoy.py <shader.txt> <EffectName>")
print()
print("Examples:")
print(" ./tools/shadertoy/convert_shadertoy.py tunnel.txt Tunnel")
print(" ./tools/shadertoy/convert_shadertoy.py plasma.txt Plasma")
print(" ./tools/shadertoy/convert_shadertoy.py tools/shadertoy/example.txt Rainbow")
print()
print("This will generate:")
print(" src/gpu/effects/<effect>_effect.h")
print(" src/gpu/effects/<effect>_effect.cc")
print(" workspaces/main/shaders/<effect>.wgsl")
sys.exit(1)
shader_file = sys.argv[1]
effect_name = sys.argv[2]
# Ensure effect name is CamelCase
if '_' in effect_name:
effect_name = to_camel_case(effect_name)
# Read shader code
if not os.path.exists(shader_file):
print(f"Error: {shader_file} not found")
sys.exit(1)
with open(shader_file, 'r') as f:
shadertoy_code = f.read()
# Generate file names
snake_name = to_snake_case(effect_name)
# Script is in tools/shadertoy/, so go up two levels to repo root
repo_root = Path(__file__).parent.parent.parent
header_path = repo_root / "src" / "gpu" / "effects" / f"{snake_name}_effect.h"
impl_path = repo_root / "src" / "gpu" / "effects" / f"{snake_name}_effect.cc"
shader_path = repo_root / "workspaces" / "main" / "shaders" / f"{snake_name}.wgsl"
# Generate files
print(f"Generating effect: {effect_name}")
print(f" Header: {header_path}")
print(f" Impl: {impl_path}")
print(f" Shader: {shader_path}")
print()
# Write files
header_path.write_text(generate_header(effect_name))
impl_path.write_text(generate_implementation(effect_name))
shader_path.write_text(generate_shader(effect_name, shadertoy_code))
print("✓ Files generated")
print()
print("Next steps (see doc/EFFECT_WORKFLOW.md for details):")
print()
print("1. Add shader to workspaces/main/assets.txt:")
print(f" shaders/{snake_name}.wgsl")
print()
print("2. Include header in src/gpu/demo_effects.h:")
print(f' #include "gpu/effects/{snake_name}_effect.h"')
print()
print("3. Add to timeline in workspaces/main/timeline.seq:")
print(f" EFFECT + {effect_name}Effect 0.0 10.0")
print()
print("4. Add to CMakeLists.txt GPU_SOURCES (both headless and normal mode):")
print(f" src/gpu/effects/{snake_name}_effect.cc")
print()
print("5. Update src/tests/gpu/test_demo_effects.cc:")
print(f' - Add "{{{effect_name}Effect", std::make_shared<{effect_name}Effect>(fixture.ctx())}}" to appropriate list')
print(" - Use post_process_effects (lines 80-93) for post-process effects")
print(" - Use scene_effects (lines 125-137) for scene effects")
print()
print("6. Build and test:")
print(" cmake --build build -j4")
print(" ./build/demo64k")
print()
print("Note: WGSL conversion is basic - review and fix shader manually!")
if __name__ == '__main__':
main()
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