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fragment-shaders

Writing a fragment shader that looks like something - the full-screen triangle, uv space, signed distance fields, noise and fbm, domain warping, raymarching budgets, tone mapping and banding. Every example compiles. Read this when the task is "make it look good", not "make it compile".

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Fragment shaders that look like something

A fragment shader runs once per pixel and returns one colour. Everything below is about making that colour depend on the pixel's position and the clock in a way a person wants to look at.

The frame: one triangle, no vertices to speak of

You do not need geometry. A single triangle covering the viewport, drawn with gl.drawArrays(TRIANGLES, 0, 3), covers every pixel. The vertex shader is:

attribute vec2 a_position;
void main() { gl_Position = vec4(a_position, 0.0, 1.0); }

and the buffer is three vertices: (-1,-1) (3,-1) (-1,3). The corners are outside the viewport on purpose - the visible part is the full square. shader_target target=frag writes both files for you.

uv space, and the aspect ratio trap

precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
void main() {
  // centred uv: x and y both run -0.5..0.5 on the SHORT axis
  vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y);
  float d = length(uv);
  float ring = 0.5 + 0.5 * sin(d * 30.0 - u_time * 2.0);
  gl_FragColor = vec4(vec3(ring), 1.0);
}

Dividing by u_resolution alone makes circles into ellipses on any non-square canvas. Dividing by min(x, y) keeps them round at any aspect. If you would rather work in 0..1, divide by u_resolution and fix the aspect afterwards - but choose one convention and keep it.

gl_FragCoord is in pixels, with y up from the bottom-left. That is not what <canvas> CSS or an image editor shows, which is the single most common source of "my shader is upside down".

Signed distance fields

An SDF returns how far a point is from a shape: negative inside, positive outside. That one number gives you the shape, its outline, and its antialiasing.

precision highp float;
uniform vec2 u_resolution;
float sdCircle(vec2 p, float r) { return length(p) - r; }
float sdBox(vec2 p, vec2 b) {
  vec2 d = abs(p) - b;
  return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
void main() {
  vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y);
  float d = min(sdCircle(p, 0.28), sdBox(p - vec2(0.35, 0.0), vec2(0.16)));
  // antialias with the pixel footprint, not with a magic constant
  float px = 2.0 / min(u_resolution.x, u_resolution.y);
  float shape = smoothstep(px, -px, d);
  vec3 col = mix(vec3(0.06, 0.07, 0.09), vec3(0.95, 0.72, 0.45), shape);
  gl_FragColor = vec4(col, 1.0);
}

min() unions, max(a, -b) subtracts, smoothstep on the distance antialiases. The pixel size px comes from the resolution - a hard-coded 0.01 produces a different edge thickness on every screen.

For soft blends, smin(a, b, k) (a smooth minimum) is the standard trick and is in the module/sdf* and module/operators files of the vendored corpus.

Noise, and why one octave is never enough

precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
float hash(vec2 p) {
  p = fract(p * vec2(123.34, 456.21));
  p += dot(p, p + 45.32);
  return fract(p.x * p.y);
}
float noise(vec2 p) {
  vec2 i = floor(p);
  vec2 f = fract(p);
  vec2 u = f * f * (3.0 - 2.0 * f);           // smoothstep interpolation
  return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), u.x),
             mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x), u.y);
}
float fbm(vec2 p) {
  float v = 0.0;
  float a = 0.5;
  for (int i = 0; i < 5; i++) { v += a * noise(p); p *= 2.02; a *= 0.5; }
  return v;
}
void main() {
  vec2 p = gl_FragCoord.xy / u_resolution * 4.0;
  float f = fbm(p + vec2(u_time * 0.1, 0.0));
  gl_FragColor = vec4(vec3(f), 1.0);
}

Rules that matter: the octave multiplier is ~2.0 (2.02 breaks grid alignment), amplitude halves per octave, and 4-6 octaves is the useful range. sin-based hashes are cheap but band on large coordinates; the integer hashes in module/hash do not.

Domain warping turns noise into marble and smoke: sample noise, use it to offset the coordinates, sample again.

precision highp float;
uniform vec2 u_resolution;
float hash(vec2 p) { p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); return fract(p.x * p.y); }
float noise(vec2 p) {
  vec2 i = floor(p); vec2 f = fract(p); vec2 u = f * f * (3.0 - 2.0 * f);
  return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), u.x), mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x), u.y);
}
void main() {
  vec2 p = gl_FragCoord.xy / u_resolution * 3.0;
  vec2 q = vec2(noise(p), noise(p + vec2(5.2, 1.3)));
  float marble = sin((p.x + q.x * 4.0) * 6.0) * 0.5 + 0.5;
  gl_FragColor = vec4(vec3(marble), 1.0);
}

Raymarching, and the budget you have

Raymarching steps a ray through a distance field. It is the technique that gets you 3D-looking scenes with no geometry, and the one that most often runs at 12 fps because nobody counted the steps.

precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
float sdSphere(vec3 p, float r) { return length(p) - r; }
float map(vec3 p) {
  vec3 q = p;
  q.xz = mat2(cos(u_time * 0.4), sin(u_time * 0.4), -sin(u_time * 0.4), cos(u_time * 0.4)) * q.xz;
  return sdSphere(q - vec3(0.0, 0.0, 0.0), 0.9) * 0.9;
}
vec3 normalAt(vec3 p) {
  vec2 e = vec2(0.001, 0.0);
  return normalize(vec3(map(p + e.xyy) - map(p - e.xyy), map(p + e.yxy) - map(p - e.yxy), map(p + e.yyx) - map(p - e.yyx)));
}
void main() {
  vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y);
  vec3 ro = vec3(0.0, 0.0, 3.2);
  vec3 rd = normalize(vec3(uv, -1.4));
  float t = 0.0;
  for (int i = 0; i < 96; i++) {
    vec3 p = ro + rd * t;
    float d = map(p);
    if (d < 0.001) break;
    t += d * 0.9;
    if (t > 12.0) break;
  }
  vec3 col = vec3(0.06, 0.07, 0.1);
  vec3 p = ro + rd * t;
  if (t < 12.0) {
    vec3 n = normalAt(p);
    float light = max(dot(n, normalize(vec3(0.6, 0.8, 0.4))), 0.0);
    col = vec3(0.9, 0.6, 0.35) * (0.15 + 0.85 * light);
  }
  gl_FragColor = vec4(pow(col, vec3(1.0 / 2.2)), 1.0);
}

Three numbers to choose deliberately: the step count (96 is already heavy at 4K), d * 0.9 (slightly under-stepping avoids surface bands), and the far clip (t > 12.0). A loop that only ends on d < eps is the classic hang.

Colour: work linear, show sRGB

Luminance is not (r+g+b)/3. Gamma is not optional. Two habits cover most of it: mix in linear space and tone-map at the end.

precision highp float;
uniform vec2 u_resolution;
vec3 toLinear(vec3 c) { return pow(c, vec3(2.2)); }
vec3 toSrgb(vec3 c) { return pow(c, vec3(1.0 / 2.2)); }
void main() {
  vec2 uv = gl_FragCoord.xy / u_resolution;
  vec3 a = toLinear(vec3(0.95, 0.55, 0.25));
  vec3 b = toLinear(vec3(0.15, 0.35, 0.75));
  vec3 col = mix(a, b, smoothstep(0.2, 0.8, uv.x));
  col = col / (1.0 + col);                 // Reinhard: keeps highlights in range
  gl_FragColor = vec4(toSrgb(col), 1.0);
}

mix() between two colours in sRGB space goes through grey and looks muddy; in linear space it does not. The module/color and module/tonemap files in the corpus have Oklab, AgX and PBR-Neutral versions if you need them.

Banding, and the one-line fix

An 8-bit target has 256 levels. A smooth gradient across 1000 pixels shows stripes. Add a sub-LSB dither before output:

precision highp float;
uniform vec2 u_resolution;
float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
void main() {
  vec2 uv = gl_FragCoord.xy / u_resolution;
  vec3 col = vec3(0.2 + 0.6 * uv.x);       // a wide, very shallow gradient
  col += (hash(gl_FragCoord.xy) - 0.5) / 255.0;
  gl_FragColor = vec4(col, 1.0);
}

For static images use an ordered or interleaved-gradient dither instead of white noise, so it does not crawl. module/post has ditherTPDF.

Validate as you create — the loop, in order

Writing a shader is not one call. It is this loop, and stopping early is how a shader arrives that compiles and shows nothing.

  1. Start from a known-good technique. shader_kit action=search query=... or action=example id=gallery/ocean. A corpus piece that the check compiles and draws is a better starting point than a blank file, and reading one teaches the technique faster than inventing it.
  2. Write it, and let the compiler answer. shader_write title="..." source="..." returns a rung and any diagnostic on your own line numbers. If it is not v2-compiled or better, the loop stops here — fix the line it named, do not move on.
  3. Prove it draws. shader_render id="..." frames=3. This is the step people skip: a shader can compile, link, draw, and be a black rectangle. The answer says black, flat, and whether the three frames differ.
  4. Look at the frame. The tool hands back a PNG artifact. That is the only step that judges the picture; the rung only judges the code.
  5. Only then shader_target target=web (or frag, isf) and open it in the browser that will run it.

Two rules that make this work:

  • the examples are the reference and the baseline. If your shader's frame is flat while the corpus piece you started from is not, the difference is yours to find — render both at the same size and time and compare the signatures.
  • a rung is a claim with a ceiling. v1-static means nothing was compiled. Never report a shader as working from it. If the host has no browser, say the compile did not happen rather than implying it did.

Check the picture, not the log

A shader can compile, link, draw, and produce a black rectangle. shader_render reads the pixels back and says whether the frame is black, flat, or has many colours - and whether two different times differ. Use it before you say a shader looks good:

  1. shader_write - it compiles?
  2. shader_render frames=3 - does it draw, is it varied, does it move?
  3. look at the PNG. That is the only step that judges the picture.

The vendored corpus is there to be read, not reinvented: shader_kit action=search technique=webgl1 for finished pieces, action=example id=module/noise for a module you can include.

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