Forked Version of esbuild-plugin-glslx | New
Differences from https://github.com/evanw/esbuild-plugin-glslx :
- optional C/GLSL-preprocessor added
- default build options adjusted to match GLSLX
OPTIONAL BUILD OPTIONS:
writeTypeDeclarations: boolean // Default: false
renaming: 'all' | 'internal-only' | 'none' // Default: 'all'
disableRewriting: boolean // Default: false
prettyPrint: boolean // Default: false
preprocess: object // Default: inactive (null)
ENABLE PREPROCESSING:
without special settings
const glslxPlugin = require('@sitdisch/esbuild-plugin-glslx');
...
esbuild.build({
...
plugins: [
glslxPlugin({
preprocess: {}
}),
],
})
with special settings
const glslxPlugin = require('@sitdisch/esbuild-plugin-glslx');
...
esbuild.build({
...
plugins: [
glslxPlugin({
preprocess: {
myVar: 1,
myMacro: function (arg) { return arg; }
}
}),
],
})
Install Procedure:
npm i @sitdisch/esbuild-plugin-glslx
Application Example: mtw-boilerplate-graphics to quickly & easily develop WebGL canvas bundles
A plugin for esbuild that adds support for *.glslx
file imports including shader type checking at build time. GLSLX is a language extension for GLSL that lets you write multiple WebGL 1.0 shaders in the same file using the export
keyword. It comes with a GLSLX Visual Studio Code extension that enables standard IDE features for GLSLX including type checking, go-to-definition, symbol renaming, and format-on-save. GLSLX code looks something like this:
uniform sampler2D tex;
attribute vec3 pos;
varying vec2 coord;
export void yourVertexShader() {
coord = pos.xy;
gl_Position = vec4(pos, 1);
}
export void yourFragmentShader() {
gl_FragColor = texture2D(tex, coord);
}
-
Install this plugin in your project:
npm install --save-dev esbuild-plugin-glslx
-
Add this plugin to your esbuild build script:
+const glslxPlugin = require('esbuild-plugin-glslx') ... esbuild.build({ ... plugins: [ + glslxPlugin(), ], })
-
Import your
*.glslx
file from JavaScript:import { yourVertexShader, yourFragmentShader } from './shaders.glslx' // Each shader is a string that you can pass to your WebGL 1.0 rendering engine of choice const material = THREE.RawShaderMaterial({ vertexShader: yourVertexShader, fragmentShader: yourFragmentShader, })
If you would like to use GLSLX with TypeScript, you'll have to tell the TypeScript compiler how to interpret imports from *.glslx
files. You have two options:
-
One way to do this is to add a blanket type declaration for all
*.glslx
files such that every import is considered to be a string:// Save this as the file "glslx.d.ts" alongside your source code declare module "*.glslx" { var values: Record<string, string>; export = values; }
This means you can't use named imports anymore, but you can still use namespace imports like this:
import * as shaders from './shaders.glslx' console.log(shaders.yourVertexShader, shaders.yourFragmentShader)
-
Another way to do this is to generate a
*.glslx.d.ts
file for each*.glslx
file with a type declaration for each exported shader. This plugin can do that for you if you enable thewriteTypeDeclarations
option:const glslxPlugin = require('esbuild-plugin-glslx') esbuild.build({ ... plugins: [ glslxPlugin({ + writeTypeDeclarations: true, }), ], })
Then you can use any kind of imports in TypeScript including named imports.