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shader

编写用于过程图形的GLSL片段着色器。主题:形状(SDF)、图案、噪声(Perlin/simplex/细胞)、fBm、颜色(HSB/RGB)、矩阵、渐变、动画。可用于生成艺术、纹理、视觉效果、WebGL、Three.js着色器。

person作者: jakexiaohubgithub

GLSL Fragment Shaders

Write GPU-accelerated fragment shaders for procedural graphics, textures, and visual effects.

When to Use

  • Creating procedural textures (wood, marble, clouds, terrain)
  • Drawing shapes with distance fields (SDF)
  • Generating patterns, noise, gradients
  • Building visual effects and animations
  • Writing custom shaders for Three.js, WebGL, Processing

Core Concepts

Fragment shaders execute simultaneously on every pixel. Each thread:

  • Receives pixel position via gl_FragCoord
  • Returns color via gl_FragColor (vec4: RGBA 0.0-1.0)
  • Cannot communicate with other threads (stateless)

Standard Uniforms

uniform float u_time;       // Elapsed seconds
uniform vec2 u_resolution;  // Canvas size (width, height)
uniform vec2 u_mouse;       // Mouse position in pixels

Normalize coordinates: vec2 st = gl_FragCoord.xy / u_resolution;

Essential Functions

| Function | Purpose | Example | |----------|---------|---------| | mix(a,b,t) | Linear interpolate | mix(red, blue, 0.5) | | step(edge,x) | Hard threshold | step(0.5, st.x) | | smoothstep(e0,e1,x) | Smooth threshold | smoothstep(0.2, 0.8, st.x) | | fract(x) | Fractional part | fract(st * 3.0) for tiling | | mod(x,y) | Modulo | mod(st.x, 0.25) | | clamp(x,min,max) | Constrain value | clamp(col, 0.0, 1.0) | | length(v) | Vector magnitude | length(st - 0.5) | | distance(a,b) | Euclidean distance | distance(st, center) | | dot(a,b) | Dot product | dot(normal, lightDir) | | normalize(v) | Unit vector | normalize(direction) | | atan(y,x) | Angle (radians) | atan(st.y-0.5, st.x-0.5) | | sin/cos/pow/abs | Math | Hardware-accelerated |

Quick Patterns

Circle:

float d = distance(st, vec2(0.5));
float circle = 1.0 - smoothstep(0.2, 0.21, d);

Rectangle:

vec2 bl = step(vec2(0.1), st);
vec2 tr = step(vec2(0.1), 1.0 - st);
float rect = bl.x * bl.y * tr.x * tr.y;

Tiling:

st = fract(st * 4.0);  // 4x4 grid

Animation:

float wave = sin(st.x * 10.0 + u_time) * 0.5 + 0.5;

References (Progressive Disclosure)

Fundamentals

  • references/glsl-fundamentals-data-types-vectors-precision-coordinates.md
  • references/glsl-shaping-functions-step-smoothstep-curves-interpolation.md

Drawing

  • references/glsl-colors-rgb-hsb-gradients-mixing-color-spaces.md
  • references/glsl-shapes-sdf-circles-rectangles-polar-distance-fields.md
  • references/glsl-shapes-polygon-star-polar-sdf-combinations.md

Procedural

  • references/glsl-patterns-tiling-fract-matrices-transformations.md
  • references/glsl-pattern-symmetry-truchet-domain-warping.md
  • references/glsl-noise-random-perlin-simplex-cellular-voronoi.md
  • references/glsl-cellular-voronoi-worley-noise-patterns.md
  • references/glsl-fbm-fractional-brownian-motion-turbulence-octaves.md
  • references/glsl-procedural-textures-clouds-marble-wood-terrain.md

API Reference

  • references/glsl-shader-builtin-functions-complete-api-reference.md

Tools

  • Online Editor: editor.thebookofshaders.com
  • glslViewer: CLI tool for running .frag files
  • glslCanvas: HTML embed for live shaders
  • ShaderToy: iTime, iResolution, iMouse uniforms

External Resources

  • The Book of Shaders: https://thebookofshaders.com
  • LYGIA Library: https://lygia.xyz (reusable shader functions)
  • ShaderToy: https://shadertoy.com
  • Inigo Quilez Articles: https://iquilezles.org/articles/