Translate GLSL shader files into javascript.
First you have to set the headers for grunt-glsl in your shader files.
For example a vertex shader file called vx.glsl:
//#gljs varname: vertex_shader_src
varying vec3 vertex;
void main() {
vertex = vec3(position.x * 3.0, position.y * 6.0, position.z * 3.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.xyz, 1.0);
}
Then a fragment shader file called fx.glsl:
//#gljs varname: fragment_shader_src
#extension GL_OES_standard_derivatives : enable
varying vec3 vertex;
void main() {
// Pick a coordinate to visualize in a grid
vec2 coord = vertex.xz;
// Compute anti-aliased world-space grid lines
vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);
float line = min(grid.x, grid.y);
// Just visualize the grid lines directly
gl_FragColor = vec4(vec3(1.0 - min(line, 1.0)) * vec3(0.0, 0.2, 0.22), 1.0);
}
The key varname
carries the value of the variable name for the
javascript file.
If the key varname
is not given, then the task tries to
sanitize the shader filename and use it as a variable name.
For example: the filename test1_fx.glsl will become:
var test1_fx_glsl = [...];
This plugin requires Grunt ~0.4.5
If you haven't used Grunt before, be sure to check out the Getting Started guide, as it explains how to create a Gruntfile as well as install and use Grunt plugins. Once you're familiar with that process, you may install this plugin with this command:
npm install grunt-glsl --save-dev
Once the plugin has been installed, it may be enabled inside your Gruntfile with this line of JavaScript:
grunt.loadNpmTasks('grunt-glsl');
Will use the two shader files above in these examples.
In your project's Gruntfile, add a section named glsl
to the data
object passed into grunt.initConfig()
.
grunt.initConfig({
glsl: {
dev: {
options: {
oneString: false
}
files: {
'shaders.js': ['vx.glsl', 'fx.glsl' ]
}
}
dist: {
options: {
oneString: true
}
files: {
'shaders.js': ['vx.glsl', 'fx.glsl' ]
}
},
},
});
Result for the glsl:dev task:
var vertex_shader_src = [
'varying vec3 vertex;',
'void main() {',
' vertex = vec3(position.x * 3.0, position.y * 6.0, position.z * 3.0);',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(position.xyz, 1.0);',
'}',
].join("\n");
var fragment_shader_src = [
'#extension GL_OES_standard_derivatives : enable',
'varying vec3 vertex;',
'void main() {',
' // Pick a coordinate to visualize in a grid',
' vec2 coord = vertex.xz;',
' // Compute anti-aliased world-space grid lines',
' vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);',
' float line = min(grid.x, grid.y);',
' // Just visualize the grid lines directly',
' gl_FragColor = vec4(vec3(1.0 - min(line, 1.0)) * vec3(0.0, 0.2, 0.22), 1.0);',
'}',
].join("\n");
Result for the glsl:dist task:
var vertex_shader_src = "varying vec3 vertex;\nvoid main() {\n vertex = vec3(position.x * 3.0, position.y * 6.0, position.z * 3.0);\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position.xyz, 1.0);\n}\n";
var fragment_shader_src = "#extension GL_OES_standard_derivatives : enable\nvarying vec3 vertex;\nvoid main() {\n // Pick a coordinate to visualize in a grid\n vec2 coord = vertex.xz;\n // Compute anti-aliased world-space grid lines\n vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);\n float line = min(grid.x, grid.y);\n // Just visualize the grid lines directly\n gl_FragColor = vec4(vec3(1.0 - min(line, 1.0)) * vec3(0.0, 0.2, 0.22), 1.0);\n}\n";
- Type:
String
- Default value:
'\n'
This is the character used for line ending, shouldn't be necessary to override. Line endings are correctly set automatically.
- Type:
Boolean
- Default value:
false
If set instead of using an array, the whole source of the shader will be put on one string.
- Type:
Boolean
- Default value:
false
Trims lines of shader source files.
In this example, the default options are used to do something with two basic shader source files.
grunt.initConfig({
glsl: {
options: {},
files: {
'dest/shaders.js': ['src/vx.glsl', 'src/fx.glsl'],
},
},
});
In this example, custom options are used to do something else with two basic shader source files using custom options for the lineEndings and oneString options. With oneString set to true lineEndings are completely ignored.
grunt.initConfig({
glsl: {
options: {
lineEndings: '\n ',
oneString: true,
trim: true
},
files: {
'dest/shaders.js': ['src/vx.glsl', 'src/fx.glsl'],
},
},
});
In lieu of a formal styleguide, take care to maintain the existing coding style. Add unit tests for any new or changed functionality. Lint and test your code using Grunt.
- 2018-04-27 v0.4.2: Update to grub 1.0.x.
- 2018-04-26 v0.4.1: Fix package dependencies.
- 2018-04-20 v0.4.0: Removed optimizer, stable code.
- 2016-03-15 v0.3.0: Filenames can be used as varnames.
- 2015-12-12 v0.2.0: Support for glslOptimizer
- 2015-11-20 v0.1.3: Better docs, bug fixes, real life test files.
- 2015-11-20 v0.1.21: Fix repository's infos.
- 2015-11-09 v0.1.1: Work in progress somewhat working, lacks good docs.