WebGL/GLSL - How does a ShaderToy work?

江枫思渺然 提交于 2019-11-29 19:40:35
Abstract Algorithm

ShaderToy is a tool for writing pixel shaders.

What are pixel shaders?

If you render a full screen quad, meaning that each of four points is placed in one of the four corners of the viewport, then the fragment shader for that quad is called pixel shader, because you could say that now each fragment corresponds to exactly one pixel of the screen. So a pixel shader is a fragment shader for a fullscreen quad.

So attributes are always the same and so is a vertex shader:

positions = [ [-1,1], [1,1], [-1,-1], [1,-1] ]
uv = [ [0.0, 0.0], [1.0, 0.0], [0.0, 1.0], [1.0, 1.0] ]

And that quad is rendered as TRIANGLE_STRIP. Also, instead of setting UVs explicitly, some prefer to use fragment shader's built-in variable gl_FragCoord, which is then divided with, for example, a uniform vec2 uScreenResolution.

Vertex shader:

attribute vec2 aPos;
attribute vec2 aUV;
varying vec2 vUV;

void main() {
    gl_Position = vec4(aPos, 0.0, 1.0);
    vUV = aUV;
}

And fragment shader would then look something like this:

uniform vec2 uScreenResolution;
varying vec2 vUV;

void main() {
    // vUV is equal to gl_FragCoord/uScreenResolution
    // do some pixel shader related work
    gl_FragColor = vec3(someColor);
}

ShaderToy can supply you with a few uniforms on default, iResolution (aka uScreenResolution), iGlobalTime, iMouse,... which you can use in your pixel shader.

For coding geometry directly into the fragment shader (aka pixel shader), developer use something called ray-tracing. That is quite complex area of programming but in short: You present your geometry through some mathematical formulas, and later in pixel shader, when you wish to check if some pixel is a part of your geometry you use that formula to retrieve that information. Google-ing a bit should give you plenty of resources to read from what and how ray tracers are built exactly, and this might help: How to do ray tracing in modern OpenGL?

Hope this helps.

com.prehensible

ShaderToy displays simple GLSL that is programmed to handle all the lighting, geometry, etc, it's not vertex geometry, it's raycasting most of it, the 3D stuff, or you can do 2D shaders, etc.

Any color and spacial maths can be programmed in GLSL language. Combinations of advanced algorithms makes isosurfaces, shapes, and then project textures onto isosurfaces, and raycasting, sending imaginary lines from viewer to distance, intercepts anything in the way, there are many raycasting techniques for 3D.

visit www.iquilezles.org for an idea of the different tools that are used in shadertoy/glsl graphics

It's just basically pushing GLSL pixel shader source code directly onto the graphics card.The real magic happens in the incredibly clever algorithms that people use to create amazing effects, like ray marching, ray casting, ray tracing. best to have a look at some other live GLSL sandboxes like: http://glsl.heroku.com/ and http://webglplayground.net/. Its basically creating a window typically two triangles which represent the screen, then the shader works on each pixel just like a ray tracer.
I've been looking at these a while now, and the algorithms people use are mind blowing, you'll need to some serious math chops and look up "demo coding" source code to able to wrap your head around them. Many on shader toy, just blow your mind ! So to summarise, you just need to learn GLSL shader coding and algorithms. No easy solution.

Traditionally in computer graphics, geometry is created using vertices and rendered using some form of materials (e.g. textures with lighting). In GLSL, the vertex shader processes the vertices and the fragment (pixel) shader processes the materials.

But that is not the only way to define shapes. Just as a texture could be procedurally defined (instead of looking up its texels), a shape could be procedurally defined (instead of looking up its geometry).

So, similar to ray tracing, these fragment shaders are able to create shapes without having their geometry defined by vertices.

There's still more ways to define shapes. E.g. volume data (voxels), surface curves, and so on. A computer graphics text should cover some of them.

易学教程内所有资源均来自网络或用户发布的内容,如有违反法律规定的内容欢迎反馈
该文章没有解决你所遇到的问题?点击提问,说说你的问题,让更多的人一起探讨吧!