先看看示例
作者提供的示例,实际效果取决于你的输入和使用工具。
输入
为Three.js场景写一个基于UV渐变的片元着色器,并说明uniform如何从宿主传入。
输出
预期交付:可编译的顶点与片元着色器代码片段及排错思路。(编辑说明,非实际运行结果)
方法说明
---
name: shader-programming-glsl
description: "Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects."
risk: safe
source: community
date_added: "2026-02-27"
---
# Shader Programming GLSL
## Overview
A comprehensive guide to writing GPU shaders using GLSL (OpenGL Shading Language). Learn syntax, uniforms, varying variables, and key mathematical concepts like swizzling and vector operations for visual effects.
## When to Use This Skill
- Use when creating custom visual effects in WebGL, Three.js, or game engines.
- Use when optimizing graphics rendering performance.
- Use when implementing post-processing effects (blur, bloom, color correction).
- Use when procedurally generating textures or geometry on the GPU.
## Step-by-Step Guide
### 1. Structure: Vertex vs. Fragment
The basic syntax below targets GLSL ES 1.00/WebGL 1. Host engines may inject matrices/attributes; raw WebGL must bind them explicitly. GLSL ES 3.00 uses `in`/`out` and a declared fragment output instead of `attribute`/`varying`/`gl_FragColor`. Compile the vertex and fragment shaders separately, link them into a program, and inspect compile/link logs.
Understand the pipeline:
- **Vertex Shader**: Transforms 3D coordinates to 2D screen space (`gl_Position`).
- **Fragment Shader**: Colors individual pixels (`gl_FragColor`).
```glsl
// Vertex Shader (basic)
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
```
```glsl
// Fragment Shader (basic)
precision mediump float;
uniform vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
```
### 2. Uniforms and Varyings
- `uniform`: Data constant for all vertices/fragments (passed from CPU).
- `varying`: Data interpolated from vertex to fragment shader.
```glsl
// Separate vertex and fragment shader snippets; both declare varying vec2 vUv.
// Vertex shader also needs attribute vec2 uv and the matrices/position above.
// Raw WebGL fragment shader needs a float precision declaration.
varying vec2 vUv;
// In Vertex Shader
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// In Fragment Shader
void main() {
// Gradient based on UV
gl_FragColor = vec4(vUv.x, vUv.y, 1.0, 1.0);
}
```
### 3. Swizzling & Vector Math
Access vector components freely: `vec4 color = vec4(1.0, 0.5, 0.0, 1.0);`
- `color.rgb` -> `vec3(1.0, 0.5, 0.0)`
- `color.zyx` -> `vec3(0.0, 0.5, 1.0)` (reordering)
## Examples
### Example 1: Simple Raymarching (SDF Sphere)
This is a Shadertoy-style fragment entry point using host-supplied `iResolution`; it requires a host wrapper for raw WebGL.
```glsl
float sdSphere(vec3 p, float s) {
return length(p) - s;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
vec3 ro = vec3(0.0, 0.0, -3.0); // Ray Origin
vec3 rd = normalize(vec3(uv, 1.0)); // Ray Direction
float t = 0.0;
bool hit = false;
for(int i = 0; i < 64; i++) {
vec3 p = ro + rd * t;
float d = sdSphere(p, 1.0); // Sphere radius 1.0
if(d < 0.001) { hit = true; break; }
t += d;
if(t > 10.0) break;
}
vec3 col = vec3(0.0);
if(hit) {
vec3 p = ro + rd * t;
vec3 normal = normalize(p);
col = normal * 0.5 + 0.5; // Color by normal
}
fragColor = vec4(col, 1.0);
}
```
## Best Practices
- ✅ **Do:** Use `mix()` for linear interpolation instead of manual math.
- ✅ **Do:** Use `step()` and `smoothstep()` for thresholding and soft edges (avoid `if` branches).
- ✅ **Do:** Pack data into vectors (`vec4`) to minimize memory access.
- ❌ **Don't:** Use heavy branching (`if-else`) inside loops if possible; it hurts GPU parallelism.
- ❌ **Don't:** Calculate constant values inside the shader; pre-calculate them on the CPU (uniforms).
## Troubleshooting
**Problem:** Shader compiles but screen is black.
**Solution:** Check the full clip-space transform and homogeneous `gl_Position.w`; perspective projection does not generally produce w = 1. Check if uniforms are actually being set from the host application. Verify UV coordinates are within [0, 1].
For GLSL ES fragment precision portability, see [Khronos guidance](https://wikis.khronos.org/webgl/WebGL_and_OpenGL_Differences). Profile branch/vector optimizations on the target GPU; these style suggestions do not guarantee a speedup.
## Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.