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https://github.com/codyjasonbennett/shaderkit
Tools and IntelliSense for GLSL and WGSL.
https://github.com/codyjasonbennett/shaderkit
compiler glsl intellisense minifier parser shaders webgl webgpu wgsl
Last synced: 6 days ago
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Tools and IntelliSense for GLSL and WGSL.
- Host: GitHub
- URL: https://github.com/codyjasonbennett/shaderkit
- Owner: CodyJasonBennett
- License: mit
- Created: 2023-02-13T00:44:36.000Z (over 1 year ago)
- Default Branch: main
- Last Pushed: 2024-01-30T19:36:36.000Z (9 months ago)
- Last Synced: 2024-10-16T23:32:17.260Z (20 days ago)
- Topics: compiler, glsl, intellisense, minifier, parser, shaders, webgl, webgpu, wgsl
- Language: TypeScript
- Homepage: https://npmjs.com/shaderkit
- Size: 116 KB
- Stars: 116
- Watchers: 1
- Forks: 3
- Open Issues: 3
-
Metadata Files:
- Readme: README.md
- Funding: .github/FUNDING.yml
- License: LICENSE
Awesome Lists containing this project
README
[![Size](https://img.shields.io/bundlephobia/minzip/shaderkit?label=gzip&style=flat&colorA=000000&colorB=000000)](https://bundlephobia.com/package/shaderkit)
[![Version](https://img.shields.io/npm/v/shaderkit?style=flat&colorA=000000&colorB=000000)](https://npmjs.com/package/shaderkit)
[![Downloads](https://img.shields.io/npm/dt/shaderkit.svg?style=flat&colorA=000000&colorB=000000)](https://npmjs.com/package/shaderkit)# shaderkit
Tools and IntelliSense for GLSL and WGSL.
## Table of Contents
- [Installation](#installation)
- [Tokenize](#tokenize)
- [Minify](#minify)
- [Parse](#parse)
- [Generate](#generate)
- [AST](#ast)
- [Literal](#literal)
- [Identifier](#identifier)
- [Type](#type)
- [VariableDeclaration](#variabledeclaration)
- [VariableDeclarator](#variabledeclarator)
- [StructDeclaration](#structdeclaration)
- [FunctionDeclaration](#functiondeclaration)
- [UnaryExpression](#unaryexpression)
- [BinaryExpression](#binaryexpression)
- [TernaryExpression](#ternaryexpression)
- [CallExpression](#callexpression)
- [MemberExpression](#memberexpression)
- [ArrayExpression](#arrayexpression)
- [BlockStatement](#blockstatement)
- [IfStatement](#ifstatement)
- [ForStatement](#forstatement)
- [WhileStatement](#whilestatement)
- [DoWhileStatement](#dowhilestatement)
- [SwitchStatement](#switchstatement)
- [SwitchCase](#switchcase)
- [ReturnStatement](#returnstatement)
- [PreprocessorStatement](#preprocessorstatement)
- [PrecisionStatement](#precisionstatement)
- [ContinueStatement](#continuestatement)
- [BreakStatement](#breakstatement)
- [DiscardStatement](#discardstatement)## Installation
To install, use your preferred package manager:
```bash
npm install shaderkit
yarn add shaderkit
pnpm add shaderkit
```Or, use a CDN:
```html
import * as shaderkit from 'https://unpkg.com/shaderkit'
```
## Tokenize
Tokenizes a string of GLSL or WGSL code, returning an array of `Token` objects, where each `Token` object represents a single syntax feature in the input code.
```ts
interface Token {
type: 'whitespace' | 'comment' | 'symbol' | 'bool' | 'float' | 'int' | 'identifier' | 'keyword'
value: string
}
```GLSL Example
```ts
import { tokenize } from 'shaderkit'const code = 'void main() { gl_Position = vec4(0, 0, 0, 1); }'
const tokens = tokenize(code)console.log(tokens)
```The output of the above code will be:
```json
[
{ "type": "keyword", "value": "void" },
{ "type": "whitespace", "value": " " },
{ "type": "identifier", "value": "main" },
{ "type": "symbol", "value": "(" },
{ "type": "symbol", "value": ")" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "{" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "gl_Position" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "=" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "vec4" },
{ "type": "symbol", "value": "(" },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "1" },
{ "type": "symbol", "value": ")" },
{ "type": "symbol", "value": ";" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "}" }
]
```WGSL Example
```ts
import { tokenize } from 'shaderkit'const code = '@vertex fn main() -> @builtin(position) vec4 { return vec4(0, 0, 0, 1); }'
const tokens = tokenize(code)console.log(tokens)
```The output of the above code will be:
```json
[
{ "type": "symbol", "value": "@" },
{ "type": "keyword", "value": "vertex" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "fn" },
{ "type": "whitespace", "value": " " },
{ "type": "identifier", "value": "main" },
{ "type": "symbol", "value": "(" },
{ "type": "symbol", "value": ")" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "->" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "@" },
{ "type": "keyword", "value": "builtin" },
{ "type": "symbol", "value": "(" },
{ "type": "keyword", "value": "position" },
{ "type": "symbol", "value": ")" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "vec4" },
{ "type": "symbol", "value": "<" },
{ "type": "keyword", "value": "f32" },
{ "type": "symbol", "value": ">" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "{" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "return" },
{ "type": "whitespace", "value": " " },
{ "type": "keyword", "value": "vec4" },
{ "type": "symbol", "value": "(" },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "0" },
{ "type": "symbol", "value": "," },
{ "type": "whitespace", "value": " " },
{ "type": "int", "value": "1" },
{ "type": "symbol", "value": ")" },
{ "type": "symbol", "value": ";" },
{ "type": "whitespace", "value": " " },
{ "type": "symbol", "value": "}" }
]
```The following are the supported token types and their descriptions:
| Type | Description |
| ---------- | ------------------------------------------------------------------------- |
| whitespace | A sequence of one or more whitespace characters. |
| comment | A single-line or multi-line comment. |
| symbol | A symbol, such as an operator or punctuation mark. |
| bool | A boolean value, either true or false. |
| float | A floating-point number, represented by a sequence of digits and symbols. |
| int | An integer number, represented by a sequence of digits. |
| identifier | A user-defined identifier, such as a variable name or function name. |
| keyword | A keyword reserved by the language, such as if, else, for, etc. |## Minify
Minifies a string of GLSL or WGSL code, returning a minified version of the input code.
```ts
const minified: string = minify(code: string, {
/** Whether to rename variables. Will call a MangleMatcher if specified. Default is `false`. */
mangle: boolean | ((token: Token, index: number, tokens: Token[]) => boolean)
/** A map to read and write renamed variables to when mangling. */
mangleMap: Map
/** Whether to rename external variables such as uniforms or varyings. Default is `false`. */
mangleExternals: boolean
})
```To shared mangled interfaces when using `mangleExternal`, declare and re-use a `mangleMap` between shaders:
```ts
const options = { mangle: true, mangleExternals: true, mangleMap: new Map() }// #version 300 es\nin vec2 a;out vec2 b;void main(){b=a;}
minify(`#version 300 es\nin vec2 sstt;out vec2 c;void main(){c=sstt;}`, options)// #version 300 es\nin vec2 b;out vec4 a[gl_MaxDrawBuffers];void main(){a[0]=b.sstt;}
minify(`#version 300 es\nin vec2 c;out vec4 data[gl_MaxDrawBuffers];void main(){data[0]=c.sstt;}`, options)
```## Parse
Parses a string of GLSL (WGSL is WIP) code into an [AST](#ast).
```ts
const ast: AST[] = parse(code: string)
```## Generate
Generates a string of GLSL (WGSL is WIP) code from an [AST](#ast).
```ts
const code: string = generate(ast: AST[], {
target: 'GLSL' // | 'WGSL'
})
```## AST
An [Abstract Syntax Tree](https://en.wikipedia.org/wiki/Abstract_syntax_tree) loosely based on [ESTree](https://github.com/estree/estree) for GLSL and WGSL grammars.
### Literal
A shader literal representing a `bool`, `float`, `int`, or `uint` type.
```ts
class Literal {
value: string
}
```### Identifier
A variable identifier.
```ts
class Identifier {
value: string
}
```### Type
Represents a type specifier and its parameters (WGSL specific).
```ts
class Type {
name: string
parameters: (Type | Literal | Identifier)[] | null
}
```### VariableDeclaration
A variable declaration with an optional binding layout, type qualifiers, kind (WGSL only), and declarators (e.g. a comma-separated list).
```ts
class VariableDeclaration {
layout: Record | null
qualifiers: string[]
kind: 'var' | 'let' | 'const' | null
type: Type | Identifier
declarations: VariableDeclarator[]
}
```#### VariableDeclarator
A single named declarator as part of a `VariableDeclaration`.
```ts
class VariableDeclarator {
name: string
value: AST | null
}
```### StructDeclaration
A struct declaration. Can be used as a type or constructor.
```ts
class StructDeclaration {
name: string
members: VariableDeclaration[]
}
```### FunctionDeclaration
A function declaration with an optional type qualifier and arguments.
```ts
class FunctionDeclaration {
name: string
type: Type | Identifier
qualifiers: string[]
args: VariableDeclaration[]
body: BlockStatement | null
}
```### UnaryExpression
A unary expression with a left or right handed operator.
```ts
class UnaryExpression {
operator: string
left: AST | null
right: AST | null
}
```### BinaryExpression
A binary expression with a left and right operand.
```ts
class BinaryExpression {
operator: string
left: AST
right: AST
}
```### TernaryExpression
A ternary or conditional expression.
```ts
class TernaryExpression {
test: AST
consequent: AST
alternate: AST
}
```### CallExpression
A call expression.
```ts
class CallExpression {
callee: AST
args: AST[]
}
```### MemberExpression
A member expression.
```ts
class MemberExpression {
object: AST
property: AST
}
```### ArrayExpression
An array expression. `members` can be empty if uninitialized.
```ts
class ArrayExpression {
type: Type
members: AST[]
}
```### BlockStatement
A block statement.
```ts
class BlockStatement {
body: AST[]
}
```### IfStatement
An if statement.
```ts
class IfStatement {
test: AST
consequent: AST
alternate: AST | null
}
```### ForStatement
A for statement.
```ts
class ForStatement {
init: AST | null
test: AST | null
update: AST | null
body: AST
}
```### WhileStatement
A while statement.
```ts
class WhileStatement {
test: AST
body: AST
}
```### DoWhileStatement
A do-while statement.
```ts
class DoWhileStatement {
test: AST
body: AST
}
```### SwitchStatement
A switch statement.
```ts
class SwitchStatement {
discriminant: AST
cases: SwitchCase[]
}
```#### SwitchCase
A switch-case statement. `test` is null for a `default` case.
```ts
class SwitchCase {
test: AST | null
consequent: AST[]
}
```### ReturnStatement
A return statement with an optional argument.
```ts
class ReturnStatement {
argument: Literal | Identifier | UnaryExpression | null
}
```### PreprocessorStatement
A GLSL preprocessor statement with an optional value.
```ts
class PreprocessorStatement {
name: string
value: AST[] | null
}
```### PrecisionStatement
A GLSL precision statement.
```ts
class PrecisionStatement {
precision: 'lowp' | 'mediump' | 'highp'
type: Type
}
```### ContinueStatement
A continue statement.
```ts
class ContinueStatement {}
```### BreakStatement
A break statement.
```ts
class BreakStatement {}
```### DiscardStatement
A discard statement.
```ts
class DiscardStatement {}
```