Plasma
사인파를 여러 개 더해 만든 고전 플라스마에 RGB 팔레트로 색을 입혔습니다.
// ═══ typeshade example — a ShaderToy plasma, authored in the DSL ═══//// Ports the classic ShaderToy plasma (sum-of-sines → palette) to the DSL: a// fullscreen-triangle vertex stage + a fragment stage driven by a {time,// resolution} uniform. One DSL source emits WGSL (WebGPU) AND GLSL ES 3.00// (WebGL2) plus its pipeline Reflection — the metadata a host needs to build the// bind-group layout + pack the uniform. The /shader-dsl site page renders this live.
import { fn, module, vec3, vec4, sin } from '../src/index.js';import { VsOut, vs, fullscreenUniforms } from './_fullscreen.js';import type { ShaderExample } from './_shared.js';const U = fullscreenUniforms();
// `vo` (vertex-out), NOT `in`: `in` is a reserved keyword in GLSL, so naming the// fragment param `in` would emit `vec4 fs_impl(VsOut in)` — a hard WebGL2 compile error.const fs = fn( 'fs', { vo: VsOut }, ({ vo }) => { const t = U.field.time; const uv = vo.uv; // sum-of-sines plasma field const v = sin(uv.x.mul(10).add(t)) .add(sin(uv.y.mul(10).add(t))) .add(sin(uv.x.add(uv.y).mul(10).add(t.mul(0.7)))); // map the field through an RGB palette const col = vec3(sin(v), sin(v.add(2.094)), sin(v.add(4.188))) .mul(0.5) .add(0.5); return vec4(col, 1); }, { stage: 'fragment', retAttr: '@location(0)' },);
const plasmaModule = module({ structs: [U.struct, VsOut.decl], bindings: [U.binding], funcs: [vs, fs],});
export const plasma: ShaderExample = { id: 'plasma', title: 'Plasma', blurb: 'The classic sum-of-sines plasma folded through an RGB palette — the "hello shader". One DSL source, animated by a single time uniform.', category: 'generic', file: 'shadertoy-plasma.ts', module: plasmaModule, renderable: true, controls: { time: { kind: 'time' }, resolution: { kind: 'resolution' } },};struct Uniforms { time: f32, resolution: vec2<f32>,}
struct VsOut { @builtin(position) pos: vec4<f32>, @location(0) uv: vec2<f32>,}
@group(0) @binding(0) var<uniform> U: Uniforms;
@vertexfn vs(@builtin(vertex_index) vi: u32) -> VsOut { let _cse0 = ((f32((vi & 1u)) * 4.0) - 1.0); let _cse1 = ((f32((vi >> 1u)) * 4.0) - 1.0); return VsOut(vec4<f32>(_cse0, _cse1, 0.0, 1.0), vec2<f32>(((_cse0 * 0.5) + 0.5), ((_cse1 * 0.5) + 0.5)));}
@fragmentfn fs(vo: VsOut) -> @location(0) vec4<f32> { let _cse0 = ((sin(((vo.uv.x * 10.0) + U.time)) + sin(((vo.uv.y * 10.0) + U.time))) + sin((((vo.uv.x + vo.uv.y) * 10.0) + (U.time * 0.7)))); return vec4<f32>(((vec3<f32>(sin(_cse0), sin((_cse0 + 2.094)), sin((_cse0 + 4.188))) * 0.5) + 0.5), 1.0);}#version 300 esprecision highp float;precision highp int;
out vec2 uv;
void main() { uint vi = uint(gl_VertexID); float _cse0 = ((float((vi & 1u)) * 4.0) - 1.0); float _cse1 = ((float((vi >> 1u)) * 4.0) - 1.0); gl_Position = vec4(_cse0, _cse1, 0.0, 1.0); uv = vec2(((_cse0 * 0.5) + 0.5), ((_cse1 * 0.5) + 0.5));}#version 300 esprecision highp float;precision highp int;
layout(std140) uniform Uniforms { float time; vec2 resolution;} U;in vec2 uv;layout(location = 0) out vec4 _ret;
void main() { float _cse0 = ((sin(((uv.x * 10.0) + U.time)) + sin(((uv.y * 10.0) + U.time))) + sin((((uv.x + uv.y) * 10.0) + (U.time * 0.7)))); _ret = vec4(((vec3(sin(_cse0), sin((_cse0 + 2.094)), sin((_cse0 + 4.188))) * 0.5) + 0.5), 1.0);}Plasma. 빌드할 때 그린 화면입니다.
WGSL과 GLSL 탭은 커밋 c66579bf의 컴파일러가 직접 낸 출력입니다. 컴파일러의 출력 검사가 구워 둔 골든 파일에서 그대로 읽어 왔습니다(emit-goldens.test.ts).
이 예제는 fn() 빌더 API로 작성해서 Playground의 편집기가 받지 않습니다.