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LICENSE FILE","homepage":"https://github.com/adamringhede/three-shader-graph#readme","keywords":[],"repository":{"url":"git+https://github.com/adamringhede/three-shader-graph.git","type":"git"},"description":"Create GLSL shaders with typescript for Three.js","maintainers":[{"name":"adamringhede","email":"adamringhede@live.com"}],"readme":"# three-shader-graph\r\n\r\nCreate shaders with typescript or javascript for Three.js. The library provides the ability to write code that should be familiar to those with experience with GLSL. The Javascript code will be executed to generate GLSL code but the syntax will make it appear as if you are writing shader code direclty in Typescript/Javascript. The Javascript code builds a directed acyclic graph which is used to generate the GLSL code, hence the graph terminology.\r\n\r\n## Why?\r\n\r\nWriting shaders using GLSL for Three.js is not a great developer experience. First of, it is a new language to learn. Second, and more imprtantly, it involves combining chunks of code as strings in order to provide code reusability. Common non-trivial functionality like calculating ligthing is hard to reuse which leads to poor solutions of trying to inject strings of GLSL in multiple places in the built in shaders to add the needed functionality.\r\n\r\n## Hology Engine\r\n\r\nThis library is integrated in Hology Engine, a game engine and editor for creating 3D experiences. Check out https://hology.app to get started.\r\n\r\n## Features\r\n\r\n- Close to 100% support for GLSL language and standard library\r\n- Reusable Physical and Lambert lighting implementations.\r\n- Built in fog effect using the Three.js fog parameters defined on the THREE.Scene\r\n\r\n## Example\r\n\r\n```ts\r\nconst uniformTime = uniformFloat('time');\r\n\r\nconst diffuse = rgb(0x00ff00);\r\nconst color = standardMaterial({ color: diffuse });\r\nconst bounce = translateY(sin(uniformTime.multiply(float(5))));\r\n\r\nconst material = new NodeShaderMaterial({\r\n  color,\r\n  transform: bounce,\r\n  uniforms: {\r\n    time: { value: 0 },\r\n  },\r\n});\r\n\r\nconst sphere = new SphereGeometry(5, 30, 15);\r\nconst mesh = new Mesh(sphere, material);\r\n```\r\n\r\n## Experimental WebGPU bridge\r\n\r\n`createNodeWebGpuMaterial` is an intentionally small bridge for using existing\r\nnode graphs with `webgpu-renderer`'s `WGSLShaderMaterial`. It retains node\r\noutput roots so a material can be derived at runtime. Its supported nodes emit\r\nWGSL directly: scalar/vector constants and uniforms, arithmetic, `sampler2D`\r\nsampling, typed vertex-to-fragment varyings, and the existing\r\n`standardMaterial(...)` authoring API.\r\n\r\n```ts\r\nconst tint = uniformVec3('tint', new Vector3(0.16, 0.56, 0.95));\r\nconst source = createNodeWebGpuMaterial({\r\n  color: rgba(tint.multiplyScalar(uniformFloat('intensity', 1))),\r\n}).compile();\r\n\r\nconst material = new WGSLShaderMaterial(source);\r\n```\r\n\r\nFor `standardMaterial`, the WebGPU path supports base color/alpha, roughness,\r\nmetalness, emissive, ambient occlusion, baked light, world-space normal and\r\nworld position. It evaluates the renderer's directional, point, and spot-light\r\narrays (including renderer shadows) itself, so it is not lit a second time by\r\nthe generic graph bridge. This keeps the public material call site shared with\r\nWebGL and lets the renderer later replace its fixed arrays with Forward+ data\r\nbehind the same shader-header functions.\r\n\r\nEnvironment/CubeUV lighting, normal-map tangent-frame construction,\r\nrect-area lights, sheen, anisotropy, texture arrays, and other GLSL-only nodes\r\nare intentionally not ported by this bridge yet; they fail explicitly rather\r\nthan silently generating incorrect WGSL. The working standard-material,\r\ntexture-and-varying example is in\r\n`webgpu-renderer/demo/examples/shaderGraph.ts`.\r\n\r\n## Install\r\n\r\n```bash\r\nnpm install three-shader-graph\r\n```\r\n\r\n## Release\r\n\r\n1. Update the version in package.json\r\n2. `npm install && npm run fix && npm run build`\r\n\r\n## Documentation\r\n\r\n[See the wiki](https://github.com/adamringhede/three-shader-graph/wiki)\r\n","readmeFilename":"README.md"}