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component for rendering WebGPU shaders with WGSL","maintainers":[{"name":"fjandin","email":"rene.bischoff@gmail.com"}],"readme":"# @fjandin/react-shader\n\nA React component library for rendering WebGPU shaders. Provides `<ReactGpuShader>` for WGSL with automatic uniform handling, storage buffers, and audio reactivity.\n\n## Installation\n\n```bash\nnpm install @fjandin/react-shader\n# or\nyarn add @fjandin/react-shader\n# or\nbun add @fjandin/react-shader\n```\n\n## Quick Start\n\n```tsx\nimport { ReactGpuShader } from \"@fjandin/react-shader\"\n\nconst fragment = /*wgsl*/ `\nfn mainImage(uv: vec2f) -> vec4f {\n  let color = 0.5 + 0.5 * cos(uniforms.iTime + vec3f(uv, 0.0) + vec3f(0.0, 2.0, 4.0));\n  return vec4f(color, 1.0);\n}\n`\n\nfunction App() {\n  return (\n    <div style={{ width: \"800px\", height: \"600px\" }}>\n      <ReactGpuShader fragment={fragment} />\n    </div>\n  )\n}\n```\n\nShaders define a `mainImage(uv: vec2f) -> vec4f` function. Built-in uniforms are accessed via `uniforms.iTime`, `uniforms.iResolution`, etc. The component automatically generates the uniform struct and wrapping `@fragment` entry point.\n\n## Props\n\n| Prop | Type | Required | Default | Description |\n|------|------|----------|---------|-------------|\n| `fragment` | `string` | Yes | - | WGSL fragment shader source code |\n| `uniforms` | `Record<string, GpuUniformValue>` | No | `{}` | Custom uniform values (`number`, `Vec2`, `Vec3`, `Vec4`) |\n| `storageBuffers` | `Record<string, Vec4Array>` | No | - | Named storage buffers of `Vec4` arrays |\n| `className` | `string` | No | - | CSS class name for the canvas |\n| `fullscreen` | `boolean` | No | `false` | Render as fixed fullscreen overlay |\n| `timeScale` | `number` | No | `1` | Scale factor for elapsed time |\n| `onFrame` | `(info: FrameInfo) => void` | No | - | Callback invoked on each frame |\n| `onClick` | `(info: FrameInfo) => void` | No | - | Callback invoked on canvas click |\n| `onMouseMove` | `(info: FrameInfo) => void` | No | - | Callback invoked on mouse move |\n| `onMouseDown` | `(info: FrameInfo) => void` | No | - | Callback invoked on mouse button press |\n| `onMouseUp` | `(info: FrameInfo) => void` | No | - | Callback invoked on mouse button release |\n| `onMouseWheel` | `(info: FrameInfo, wheelDelta: number) => void` | No | - | Callback invoked on mouse wheel scroll |\n\n## Built-in Uniforms\n\nThese uniforms are automatically provided to your shader every frame:\n\n| Uniform | WGSL Type | Description |\n|---------|-----------|-------------|\n| `iTime` | `f32` | Elapsed time in seconds (scaled by `timeScale`) |\n| `iMouse` | `vec2f` | Mouse position in pixels (Y=0 at bottom) |\n| `iMouseNormalized` | `vec2f` | Mouse position normalized with aspect correction (shorter axis -0.5 to 0.5, center is 0,0) |\n| `iMouseLeftDown` | `f32` | `1.0` when left mouse button is pressed, `0.0` otherwise |\n| `iResolution` | `vec2f` | Canvas resolution in pixels (includes high-DPI scaling) |\n\n## Custom Uniforms\n\nCustom uniforms support scalar and vector types:\n\n```tsx\n<ReactGpuShader\n  fragment={fragment}\n  uniforms={{\n    scale: 2.0,            // f32\n    offset: [0.5, 0.5],   // vec2f\n    color: [1.0, 0.5, 0.2], // vec3f\n    transform: [1, 0, 0, 1], // vec4f\n  }}\n/>\n```\n\nCustom uniforms are accessed via `uniforms.scale`, `uniforms.color`, etc. in your WGSL code.\n\n## Storage Buffers\n\nFor large dynamic array data, storage buffers are more efficient than uniforms and support dynamic resizing:\n\n```tsx\nconst [particles, setParticles] = useState<Vec4Array>([\n  [0, 0, 0.5, 1],\n  [1, 1, 0.3, 0.8],\n])\n\n<ReactGpuShader\n  fragment={fragment}\n  storageBuffers={{ particles }}\n/>\n```\n\nIn WGSL, storage buffers are declared as `array<vec4f>` and accessed by name:\n\n```wgsl\nfn mainImage(uv: vec2f) -> vec4f {\n  for (var i: u32 = 0; i < arrayLength(&particles); i++) {\n    let p = particles[i];\n    // Use p.xy as position, p.z as radius, p.w as intensity...\n  }\n  return vec4f(0.0);\n}\n```\n\nStorage buffers use over-allocation (1.5x growth) to minimize GPU buffer rebuilds when array sizes change frequently.\n\n## Audio Reactivity\n\nThe `useAudio` hook provides real-time audio analysis for audio-reactive shaders:\n\n```tsx\nimport { ReactGpuShader, useAudio } from \"@fjandin/react-shader\"\n\nfunction AudioVisualizer() {\n  const audio = useAudio({\n    source: \"microphone\", // \"microphone\" | \"element\" | \"display\"\n    smoothing: 0.9,       // 0-1, lerp factor between frames\n  })\n\n  return (\n    <>\n      <button onClick={() => audio.isRunning ? audio.stop() : audio.start()}>\n        {audio.isRunning ? \"Stop\" : \"Start\"}\n      </button>\n      <ReactGpuShader\n        fragment={fragment}\n        uniforms={{\n          audioLow: audio.levels.low,\n          audioMid: audio.levels.mid,\n          audioHigh: audio.levels.high,\n        }}\n      />\n    </>\n  )\n}\n```\n\n`useAudio` options:\n\n| Option | Type | Default | Description |\n|--------|------|---------|-------------|\n| `source` | `\"microphone\" \\| \"element\" \\| \"display\"` | `\"microphone\"` | Audio input source |\n| `mediaElement` | `HTMLAudioElement \\| HTMLVideoElement` | - | Media element (when `source` is `\"element\"`) |\n| `fftSize` | `number` | `2048` | FFT size for frequency analysis |\n| `smoothingTimeConstant` | `number` | `0.8` | AnalyserNode smoothing |\n| `smoothing` | `number` | `0.9` | Frame-to-frame lerp factor (0 = instant, 0.9 = very smooth) |\n\n`useAudio` return value:\n\n| Field | Type | Description |\n|-------|------|-------------|\n| `levels` | `AudioLevels` | `{ low, mid, high, bands }` - normalized 0-1 frequency levels |\n| `frequencyData` | `Uint8Array \\| null` | Raw frequency data |\n| `state` | `AudioConnectionState` | `\"disconnected\" \\| \"connecting\" \\| \"connected\" \\| \"error\"` |\n| `error` | `Error \\| null` | Connection error if any |\n| `start` | `() => Promise<void>` | Start audio capture |\n| `stop` | `() => void` | Stop audio capture |\n| `isRunning` | `boolean` | Whether audio is currently capturing |\n\n## Shader Helper Functions\n\nPre-built WGSL shader functions are available:\n\n```tsx\nimport {\n  generateSimplexNoiseFunctionGpu,\n  generateColorPaletteFunctionGpu,\n  generateDistortionRippleFunctionGpu,\n  generateSceneCirclesFunctionGpu,\n} from \"@fjandin/react-shader\"\n```\n\nInject them into your shader source:\n\n```tsx\nconst fragment = /*wgsl*/ `\n${generateSimplexNoiseFunctionGpu()}\nfn mainImage(uv: vec2f) -> vec4f {\n  let n = SimplexNoise3D(vec3f(uv, uniforms.iTime));\n  return vec4f(vec3f(n), 1.0);\n}\n`\n```\n\n## Frame Callback\n\nUse the `onFrame` callback to update uniforms based on animation timing:\n\n```tsx\nfunction App() {\n  const [customTime, setCustomTime] = useState(0)\n\n  return (\n    <ReactGpuShader\n      fragment={fragment}\n      uniforms={{ customTime }}\n      onFrame={(info) => {\n        setCustomTime((prev) => prev + info.deltaTime * 0.5)\n      }}\n    />\n  )\n}\n```\n\nThe `FrameInfo` object contains:\n- `deltaTime` - Time since last frame in seconds\n- `time` - Total elapsed time in seconds\n- `resolution` - Canvas resolution as `[width, height]`\n- `mouse` - Mouse position as `[x, y]`\n- `mouseNormalized` - Aspect-corrected mouse position as `[x, y]`\n- `mouseLeftDown` - Whether left mouse button is pressed\n\n## TypeScript\n\nAll types are exported:\n\n```tsx\nimport type {\n  Vec2,\n  Vec3,\n  Vec4,\n  Vec2Array,\n  Vec3Array,\n  Vec4Array,\n  GpuUniformValue,\n  GpuStorageBuffers,\n  DefaultUniforms,\n  FrameInfo,\n  ReactGpuShaderProps,\n  AudioLevels,\n  AudioConnectionState,\n  AudioSourceType,\n  UseAudioOptions,\n  UseAudioReturn,\n} from \"@fjandin/react-shader\"\n```\n\n## Features\n\n- WebGPU rendering with WGSL shaders\n- Storage buffers for large dynamic arrays\n- Audio reactivity via `useAudio` hook\n- Pre-built shader functions (simplex noise, color palettes, distortion ripples, circles)\n- High-DPI display support with automatic DPR change detection\n- Automatic canvas resizing\n- Shader compilation error display\n- Mouse tracking with WebGPU coordinate convention\n- Optimized render loop with minimal per-frame allocations\n\n## Requirements\n\n- React >= 17.0.0\n- A browser with WebGPU support\n\n## License\n\nMIT\n","readmeFilename":"README.md"}