shader-fx

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GPU-accelerated shader effects framework built on Babylon.js. Provides composable graph-based post-processing, multi-pass rendering, feedback loops, and fluid simulation. Use when writing code that uses @avtools/shader-fx for shader effects, effect chains, or GPU computations.

diegosouzapw By diegosouzapw schedule Updated 3/1/2026

name: shader-fx description: GPU-accelerated shader effects framework built on Babylon.js. Provides composable graph-based post-processing, multi-pass rendering, feedback loops, and fluid simulation. Use when writing code that uses @avtools/shader-fx for shader effects, effect chains, or GPU computations. metadata: author: avtools version: "0.0.0" compatibility: Requires Babylon.js. WebGPU engine for WGSL path, WebGL engine for GLSL path.

@avtools/shader-fx

GPU-accelerated shader effects framework built on Babylon.js. Provides a composable, graph-based system for real-time post-processing effects and GPU computations. Supports both WebGPU (WGSL shaders via babylon subpath) and WebGL (GLSL shaders via babylonGL subpath).

Package Location

packages/shader-fx/
  mod.ts                          # Re-exports babylon and babylonGL namespaces
  deno.json                       # Package config, name: @avtools/shader-fx
  babylon/
    mod.ts                        # Re-exports shaderFXBabylon.ts
    shaderFXBabylon.ts            # Core framework (WebGPU/WGSL)
  babylonGL/
    mod.ts                        # Re-exports shaderFXBabylon_GL.ts
    shaderFXBabylon_GL.ts         # Core framework (WebGL/GLSL)
  generated/
    postFX/                       # 22 generated post-processing effects (WGSL)
    fluidSimulation/              # 13 generated fluid simulation stages (WGSL)
    fluidSimulationHack/          # 13 fluid sim stages (alternate variant, WGSL)
    babylonGL/postFX/             # 9 generated post-processing effects (GLSL)

Import Paths

// Top-level namespace (rarely used directly)
import { babylon, babylonGL } from "@avtools/shader-fx";

// WebGPU API (primary)
import {
  ShaderEffect, CustomShaderEffect, PassthruEffect, CanvasPaint, FeedbackNode,
  type ShaderSource, type Dynamic, type ShaderUniforms, type UniformDescriptor,
  type RenderPrecision, type ShaderGraph, type GraphNode, type GraphEdge,
  type CustomShaderEffectOptions, type MaterialHandles, type ShaderMaterialFactory,
  type PassTextureSourceSpec, type TextureInputKey,
} from "@avtools/shader-fx/babylon";

// WebGL API (same exports, GLSL shaders)
import { ShaderEffect, CustomShaderEffect, ... } from "@avtools/shader-fx/babylonGL";

// Generated effects (WebGPU)
import { WobbleEffect } from "@avtools/shader-fx/generated/postFX/wobble.frag.generated.ts";
import { BloomEffect } from "@avtools/shader-fx/generated/postFX/bloom.frag.generated.ts";
import { VelocityAdvectionEffect } from "@avtools/shader-fx/generated/fluidSimulation/velocityAdvection.frag.generated.ts";

// Generated effects (WebGL)
import { WobbleEffect } from "@avtools/shader-fx/generated/babylonGL/postFX/wobble.frag.gl.generated.ts";

Dependencies

  • babylonjs@^8.20.0 -- Babylon.js rendering engine (WebGPU and WebGL)
  • Generated effects are produced by the @avtools/power2d-codegen package

Core Concepts

Effect Graph

Effects form a directed acyclic graph (DAG). Each effect takes one or more ShaderSource inputs and produces a RenderTargetTexture output. The framework performs topological sorting to determine render order, and renderAll() traverses the full graph from a terminal effect.

ShaderSource

A ShaderSource is the union of all valid input types to an effect:

type ShaderSource =
  | BABYLON.BaseTexture
  | BABYLON.RenderTargetTexture
  | HTMLCanvasElement
  | OffscreenCanvas
  | ShaderEffect          // Uses effect.output automatically

When a ShaderEffect is passed as a source, the framework automatically extracts its .output RenderTargetTexture. When an HTMLCanvasElement or OffscreenCanvas is passed, the framework creates and manages a dynamic texture internally.

Dynamic Uniforms

Uniform values can be static or dynamic (functions evaluated each frame):

type Dynamic<T> = T | (() => T)

This allows uniforms to be driven by animation loops, audio analysis, or any other time-varying source without manually updating every frame.

Multi-Pass Rendering

CustomShaderEffect supports multi-pass rendering. Each pass has its own ShaderMaterial and can route textures from earlier passes or from external inputs via PassTextureSourceSpec:

type PassTextureSourceSpec<I> =
  | { binding: string; source: { kind: 'input'; key: TextureInputKey<I> } }
  | { binding: string; source: { kind: 'pass'; passIndex: number } }

The default behavior chains the primary texture through passes: pass N reads from pass N-1's output.

Render Precision

type RenderPrecision = 'unsigned_int' | 'half_float'
  • 'half_float' (default) -- Higher precision for accumulation effects, fluid simulation, HDR
  • 'unsigned_int' -- Standard 8-bit RGBA, lower memory usage

Core API

ShaderEffect<I> (abstract base class)

The root class for all effects. Provides graph traversal, rendering orchestration, and the common interface.

abstract class ShaderEffect<I extends ShaderInputShape<I> = ShaderInputs> {
  readonly id: string                              // Unique effect ID (UUID or counter)
  debugId: string                                  // User-assigned debug label
  effectName: string                               // Effect type name
  width: number                                    // Output width (default 1280)
  height: number                                   // Output height (default 720)
  inputs: Partial<I>                               // Current input sources
  uniforms: ShaderUniforms                         // Current uniform values (may include Dynamic)
  lastRenderedFrameId?: string                      // Frame deduplication token

  abstract output: BABYLON.RenderTargetTexture     // The rendered output texture
  abstract setSrcs(fx: Partial<I>): void           // Update input sources
  abstract render(engine: BABYLON.Engine, frameId?: string): void  // Render this effect only
  abstract setUniforms(uniforms: ShaderUniforms): void             // Set uniform values
  abstract updateUniforms(): void                  // Resolve Dynamic uniforms and push to GPU
  abstract dispose(): void                         // Dispose this effect's GPU resources

  disposeAll(): void                // Recursively dispose this effect and all input effects
  getOrderedEffects(): ShaderEffect[]  // Topological sort of the effect graph (leaves first)
  getGraph(): ShaderGraph           // Returns { nodes: GraphNode[], edges: GraphEdge[] }
  renderAll(engine: BABYLON.Engine, frameId?: string): void  // Render entire graph in order
}

Key behaviors:

  • renderAll() calls getOrderedEffects() to topologically sort the graph, then renders each effect once. If frameId is provided, effects that have already rendered for that frame ID are skipped (only updateUniforms() is called).
  • getOrderedEffects() detects cycles and throws "Cycle detected in shader graph".
  • disposeAll() recursively walks the input graph and disposes every ShaderEffect it finds.

CustomShaderEffect<U, I> (main implementation)

The concrete implementation that handles Babylon.js scenes, materials, render targets, and multi-pass rendering.

class CustomShaderEffect<U extends object, I extends ShaderInputShape<I> = ShaderInputs>
  extends ShaderEffect<I> {

  readonly engine: BABYLON.WebGPUEngine  // (or BABYLON.Engine for GL variant)
  readonly scene: BABYLON.Scene
  readonly output: BABYLON.RenderTargetTexture
  readonly uniformMeta: UniformDescriptor[]

  // Constructor
  constructor(
    engine: BABYLON.WebGPUEngine,
    inputs: I,
    options: CustomShaderEffectOptions<U, I>
  )

  // Methods
  setSrcs(fx: Partial<I>): void
  setUniforms(uniforms: ShaderUniforms): void
  updateUniforms(): void
  render(engine: BABYLON.Engine): void
  dispose(): void

  // Accessors
  get material(): BABYLON.ShaderMaterial          // First pass material
  getPassOutput(passIndex: number): BABYLON.RenderTargetTexture | undefined
  getUniformsMeta(): UniformDescriptor[]
  getUniformRuntime(): Record<string, UniformRuntime>
  getFloatUniformNames(): string[]
  setTextureSampler(sampler: BABYLON.TextureSampler): void
}

CustomShaderEffectOptions<U, I>

interface CustomShaderEffectOptions<U, I> {
  factory: ShaderMaterialFactory<U, string>         // Creates MaterialHandles for each pass
  textureInputKeys: Array<TextureInputKey<I>>       // Input texture names (must have >= 1)
  textureBindingKeys?: string[]                     // Shader binding names (defaults to textureInputKeys)
  passTextureSources?: readonly (readonly PassTextureSourceSpec<I>[])[]  // Per-pass texture routing
  passCount?: number                                // Number of render passes (default 1)
  primaryTextureKey?: keyof I & string              // Key chained across passes (default: first input)
  width?: number                                    // Output width (default 1280)
  height?: number                                   // Output height (default 720)
  sampler?: BABYLON.TextureSampler                  // Custom sampler
  materialName?: string                             // Base name for materials
  sampleMode?: 'nearest' | 'linear'                // Texture filtering (default 'linear')
  precision?: RenderPrecision                       // Render target format (default 'half_float')
  uniformMeta?: UniformDescriptor[]                 // Metadata for uniform introspection/UI
}

PassthruEffect

Simple passthrough that copies a source texture to a render target. Useful as an initial node in a chain or for capturing a texture.

class PassthruEffect extends CustomShaderEffect<PassthruUniforms, PassthruInputs> {
  constructor(
    engine: BABYLON.WebGPUEngine,
    inputs: { src: ShaderSource },
    width?: number,       // default 1280
    height?: number,      // default 720
    sampleMode?: 'nearest' | 'linear',  // default 'linear'
    precision?: RenderPrecision,         // default 'half_float'
  )
}

CanvasPaint

Renders a ShaderSource directly to the screen (default framebuffer) rather than to a render target. This is the terminal node that displays the effect chain on a canvas.

class CanvasPaint extends CustomShaderEffect<Record<string, never>, CanvasPaintInputs> {
  constructor(
    engine: BABYLON.WebGPUEngine,  // or BABYLON.Engine for GL
    inputs: { src: ShaderSource },
    width?: number,
    height?: number,
    sampleMode?: 'nearest' | 'linear',
    precision?: RenderPrecision,
    targetCanvas?: HTMLCanvasElement,  // For multi-view rendering
  )
}

Key behavior: render() calls engine.restoreDefaultFramebuffer() and renders to the screen via scene.render() instead of to a render target. Supports multi-view rendering via targetCanvas parameter.

FeedbackNode

Creates temporal feedback loops by cycling a previous frame's output back as input. Essential for iterative effects like fluid simulation, reaction-diffusion, trails, and motion blur.

class FeedbackNode extends ShaderEffect<FeedbackInputs> {
  constructor(
    engine: BABYLON.WebGPUEngine,
    startState: ShaderEffect,           // Initial state (rendered on first frame)
    width?: number,
    height?: number,
    sampleMode?: 'nearest' | 'linear',
    precision?: RenderPrecision,
  )

  setFeedbackSrc(effect: ShaderEffect): void  // Set the effect whose output feeds back
}

Key behavior:

  • On the first frame, copies startState.output to its own output.
  • After the first frame, swaps to reading from the feedback source's output.
  • The feedback source is NOT added to inputs to avoid creating a cycle in the DAG traversal. The feedback connection is managed separately.

Type Definitions

UniformDescriptor

Metadata for a shader uniform, enabling introspection and UI generation:

interface UniformDescriptor {
  name: string                        // Logical uniform name (e.g., 'xStrength')
  kind: 'f32' | 'i32' | 'u32' | 'bool' | 'vec2f' | 'vec3f' | 'vec4f' | 'mat4x4f'
  bindingName: string                 // Actual shader binding name (e.g., 'uniforms_xStrength')
  default?: unknown                   // Default value
  isArray?: boolean
  arraySize?: number
  ui?: {
    min?: number
    max?: number
    step?: number
  }
}

UniformRuntime

Runtime tracking for uniform values (used for UI sliders, range detection):

interface UniformRuntime {
  isDynamic: boolean       // true if the value is a function
  current?: number         // Most recently resolved value
  min?: number             // Observed minimum
  max?: number             // Observed maximum
}

MaterialHandles<U, TName>

The bridge between the framework and Babylon.js shader materials:

interface MaterialHandles<U, TName extends string = string> {
  material: BABYLON.ShaderMaterial
  setTexture(name: TName, texture: BABYLON.BaseTexture): void
  setTextureSampler(name: TName, sampler: BABYLON.TextureSampler): void
  setUniforms(uniforms: Partial<U>): void
}

ShaderGraph

interface ShaderGraph {
  nodes: GraphNode[]
  edges: GraphEdge[]
}
interface GraphNode {
  id: string
  name: string
  ref: ShaderEffect
}
interface GraphEdge {
  from: string    // Source effect ID
  to: string      // Destination effect ID
}

Generated Effects

All generated effects follow a consistent pattern. Each .generated.ts file exports:

  • XxxVertexSource -- WGSL (or GLSL) vertex shader string
  • XxxFragmentSources -- Array of fragment shader strings (one per pass)
  • XxxPassCount -- Number of render passes
  • XxxPrimaryTextureName -- Primary texture binding name
  • XxxPassTextureSources -- Per-pass texture routing spec
  • XxxUniformMeta -- Uniform metadata array
  • XxxUniforms interface -- TypeScript interface for uniform values
  • setXxxUniforms() -- Function to push uniforms to a ShaderMaterial
  • XxxInputs interface -- TypeScript interface for texture inputs
  • createXxxMaterial() -- Factory function returning MaterialHandles
  • XxxEffect class -- Concrete CustomShaderEffect subclass

Post-Processing Effects (postFX)

Effect Inputs Key Uniforms Passes Description
WobbleEffect src xStrength, yStrength, time 1 Sinusoidal UV distortion
BloomEffect src preBlackLevel, preGamma, preBrightness, minBloomRadius, maxBloomRadius, bloomThreshold, bloomSCurve, bloomFill, bloomIntensity, outputMode, inputImage 2 Multi-pass bloom with preprocessing
PixelateEffect src pixelSize 1 Pixelation/mosaic
AlphaThresholdEffect src threshold 1 Alpha cutoff
PolygonMaskEffect src (polygon data) 1 Polygon-shaped masking
TransformEffect src rotate, anchor(vec2f), translate(vec2f), scale(vec2f) 1 2D affine transform
HorizontalBlurEffect src radius 1 1D horizontal gaussian blur
VerticalBlurEffect src radius 1 1D vertical gaussian blur
EdgeEffect src (edge detection params) 1 Edge detection
InvertEffect src -- 1 Color inversion
LayerBlendEffect src1, src2 -- 1 Alpha-based layer compositing
LevelEffect src (level params) 1 Levels adjustment
LimitEffect src (limit params) 1 Value limiting
MathOpEffect src (math params) 1 Mathematical operations
InputCropEffect src (crop params) 1 Input cropping
DualViewEffect src (view params) 1 Dual-view display
AlphaTimeTagEffect src (time params) 1 Alpha-based time tagging
FloodFillStepEffect src (fill params) 1 Flood fill step (JFA)
FluidSimEffect src (fluid params) 1 Single-pass fluid sim
FluidVisualizeEffect src (vis params) 1 Fluid visualization
ReactionDiffusionEffect src (RD params) 1 Reaction-diffusion step
ReactionVisualizeEffect src (vis params) 1 Reaction-diffusion visualization

Fluid Simulation Stages (fluidSimulation)

These are individual pipeline stages composable into a full Navier-Stokes fluid simulation:

Effect Inputs Key Uniforms Description
VelocityAdvectionEffect velocity timeStep, dissipation Semi-Lagrangian velocity advection
DyeAdvectionEffect velocity, dye timeStep, dissipation Advects dye/color field by velocity
CurlEffect velocity -- Computes curl of velocity field
VorticityConfinementEffect velocity, curl strength, timeStep Restores small-scale vortices
DivergenceEffect velocity -- Computes divergence of velocity
PressureJacobiEffect pressure, divergence -- Jacobi iteration for pressure solve
PressureDampEffect pressure damping Damps pressure field
GradientSubtractionEffect velocity, pressure -- Projects velocity to be divergence-free
ForceApplicationEffect velocity (force params) Applies external forces to velocity
DyeForceApplicationEffect dye (force params) Applies dye/color forces
SplatEffect src (splat params) Gaussian splat injection
SplatUnifiedEffect src (splat params) Unified splat variant
AddEffect src1, src2 -- Additive blending of two fields

WebGL Variants (babylonGL/postFX)

A subset of effects available as GLSL for WebGL fallback:

  • wobble, bloom, pixelate, alphaThreshold, polygonMask, transform, horizontalBlur, verticalBlur, layerBlend

Usage Patterns

Pattern 1: Simple Effect Chain

import { PassthruEffect, CanvasPaint } from "@avtools/shader-fx/babylon";
import { WobbleEffect } from "@avtools/shader-fx/generated/postFX/wobble.frag.generated.ts";

// engine is a BABYLON.WebGPUEngine
const passthru = new PassthruEffect(engine, { src: someTexture }, 1280, 720);
const wobble = new WobbleEffect(engine, { src: passthru }, 1280, 720);
const canvasPaint = new CanvasPaint(engine, { src: wobble }, 1280, 720);

// Set uniforms (static values)
wobble.setUniforms({ xStrength: 0.02, yStrength: 0.01, time: 0 });

// Render loop
engine.runRenderLoop(() => {
  wobble.setUniforms({ time: performance.now() / 1000 });
  canvasPaint.renderAll(engine);
});

Pattern 2: Dynamic Uniforms

import { WobbleEffect } from "@avtools/shader-fx/generated/postFX/wobble.frag.generated.ts";

const wobble = new WobbleEffect(engine, { src: passthru });

// Pass functions instead of values -- evaluated each frame during updateUniforms()
wobble.setUniforms({
  xStrength: () => Math.sin(performance.now() / 1000) * 0.05,
  yStrength: 0.02,
  time: () => performance.now() / 1000,
});

Pattern 3: Canvas as Input Source

import { PassthruEffect } from "@avtools/shader-fx/babylon";

const drawCanvas = document.createElement('canvas');
drawCanvas.width = 1280;
drawCanvas.height = 720;
const ctx = drawCanvas.getContext('2d')!;

// The framework creates a DynamicTexture internally and updates it each render
const passthru = new PassthruEffect(engine, { src: drawCanvas }, 1280, 720);

engine.runRenderLoop(() => {
  ctx.clearRect(0, 0, 1280, 720);
  ctx.fillStyle = 'red';
  ctx.fillRect(100, 100, 200, 200);
  passthru.renderAll(engine);
});

Pattern 4: Multi-Input Effects

import { LayerBlendEffect } from "@avtools/shader-fx/generated/postFX/layerBlend.frag.generated.ts";

const layer1 = new PassthruEffect(engine, { src: texture1 });
const layer2 = new PassthruEffect(engine, { src: texture2 });

// LayerBlend takes two inputs: src1 and src2
const blend = new LayerBlendEffect(engine, { src1: layer1, src2: layer2 });
blend.renderAll(engine);

Pattern 5: Feedback Loops (Temporal Effects)

import { FeedbackNode, PassthruEffect } from "@avtools/shader-fx/babylon";
import { WobbleEffect } from "@avtools/shader-fx/generated/postFX/wobble.frag.generated.ts";

// Create initial state
const initialState = new PassthruEffect(engine, { src: blackTexture });

// FeedbackNode: first frame uses initialState, then switches to feedback source
const feedback = new FeedbackNode(engine, initialState, 1280, 720);

// Processing effect reads from the feedback node
const wobble = new WobbleEffect(engine, { src: feedback }, 1280, 720);
wobble.setUniforms({ xStrength: 0.01, yStrength: 0.01, time: () => performance.now() / 1000 });

// Close the loop: feedback reads from wobble's output on subsequent frames
feedback.setFeedbackSrc(wobble);

// Display
const paint = new CanvasPaint(engine, { src: wobble });

engine.runRenderLoop(() => {
  // renderAll handles the entire graph
  // FeedbackNode is NOT in wobble's input graph to avoid cycles;
  // it must be rendered explicitly before the rest
  feedback.render(engine);
  paint.renderAll(engine);
});

Pattern 6: Multi-Pass Effects (Blur Example)

import { HorizontalBlurEffect } from "@avtools/shader-fx/generated/postFX/horizontalBlur.frag.generated.ts";
import { VerticalBlurEffect } from "@avtools/shader-fx/generated/postFX/verticalBlur.frag.generated.ts";

// Two-pass separable Gaussian blur
const hBlur = new HorizontalBlurEffect(engine, { src: inputEffect }, 1280, 720);
const vBlur = new VerticalBlurEffect(engine, { src: hBlur }, 1280, 720);

// BloomEffect is a single effect with 2 internal passes:
// pass0 preprocesses, pass1 samples from pass0's output
import { BloomEffect } from "@avtools/shader-fx/generated/postFX/bloom.frag.generated.ts";
const bloom = new BloomEffect(engine, { src: inputEffect }, 1280, 720);

Pattern 7: Fluid Simulation Pipeline

import { FeedbackNode, PassthruEffect } from "@avtools/shader-fx/babylon";
import { VelocityAdvectionEffect } from "@avtools/shader-fx/generated/fluidSimulation/velocityAdvection.frag.generated.ts";
import { CurlEffect } from "@avtools/shader-fx/generated/fluidSimulation/curl.frag.generated.ts";
import { VorticityConfinementEffect } from "@avtools/shader-fx/generated/fluidSimulation/vorticityConfinement.frag.generated.ts";
import { DivergenceEffect } from "@avtools/shader-fx/generated/fluidSimulation/divergence.frag.generated.ts";
import { PressureJacobiEffect } from "@avtools/shader-fx/generated/fluidSimulation/pressureJacobi.frag.generated.ts";
import { GradientSubtractionEffect } from "@avtools/shader-fx/generated/fluidSimulation/gradientSubtraction.frag.generated.ts";
import { ForceApplicationEffect } from "@avtools/shader-fx/generated/fluidSimulation/forceApplication.frag.generated.ts";
import { DyeAdvectionEffect } from "@avtools/shader-fx/generated/fluidSimulation/dyeAdvection.frag.generated.ts";

const w = 512, h = 512;
const precision = 'half_float';

// Velocity pipeline with feedback
const velInit = new PassthruEffect(engine, { src: zeroTexture }, w, h, 'linear', precision);
const velFeedback = new FeedbackNode(engine, velInit, w, h, 'linear', precision);

const forceApp = new ForceApplicationEffect(engine, { velocity: velFeedback }, w, h, 'nearest', precision);
const velAdvect = new VelocityAdvectionEffect(engine, { velocity: forceApp }, w, h, 'linear', precision);
velAdvect.setUniforms({ timeStep: 1.0, dissipation: 0.99 });

const curl = new CurlEffect(engine, { velocity: velAdvect }, w, h, 'nearest', precision);
const vorticity = new VorticityConfinementEffect(engine, { velocity: velAdvect, curl: curl }, w, h, 'nearest', precision);

const divergence = new DivergenceEffect(engine, { velocity: vorticity }, w, h, 'nearest', precision);

// Pressure solve (multiple Jacobi iterations)
const pressureInit = new PassthruEffect(engine, { src: zeroTexture }, w, h, 'nearest', precision);
const pressureFeedback = new FeedbackNode(engine, pressureInit, w, h, 'nearest', precision);
const jacobi = new PressureJacobiEffect(engine, { pressure: pressureFeedback, divergence: divergence }, w, h, 'nearest', precision);
pressureFeedback.setFeedbackSrc(jacobi);

const gradSub = new GradientSubtractionEffect(engine, { velocity: vorticity, pressure: jacobi }, w, h, 'nearest', precision);
velFeedback.setFeedbackSrc(gradSub);

// Dye pipeline
const dyeInit = new PassthruEffect(engine, { src: zeroTexture }, w, h, 'linear', precision);
const dyeFeedback = new FeedbackNode(engine, dyeInit, w, h, 'linear', precision);
const dyeAdvect = new DyeAdvectionEffect(engine, { velocity: gradSub, dye: dyeFeedback }, w, h, 'linear', precision);
dyeFeedback.setFeedbackSrc(dyeAdvect);

Pattern 8: Custom Effect from Scratch

import * as BABYLON from "babylonjs";
import { CustomShaderEffect, type ShaderSource, type MaterialHandles } from "@avtools/shader-fx/babylon";

interface MyInputs { src: ShaderSource }
interface MyUniforms { intensity: number }

function createMyMaterial(scene: BABYLON.Scene, options?: { name?: string }): MaterialHandles<MyUniforms, 'src'> {
  const name = options?.name ?? 'MyMaterial';
  const vertexName = `${name}VertexShader`;
  const fragmentName = `${name}FragmentShader`;

  BABYLON.ShaderStore.ShadersStoreWGSL[vertexName] = `/* your WGSL vertex shader */`;
  BABYLON.ShaderStore.ShadersStoreWGSL[fragmentName] = `/* your WGSL fragment shader */`;

  const material = new BABYLON.ShaderMaterial(name, scene, {
    vertex: name, fragment: name,
  }, {
    attributes: ['position', 'uv'],
    uniforms: ['intensity'],
    samplers: ['src'],
    samplerObjects: ['srcSampler'],
    shaderLanguage: BABYLON.ShaderLanguage.WGSL,
  });

  return {
    material,
    setTexture: (n, tex) => material.setTexture(n, tex),
    setTextureSampler: (n, s) => material.setTextureSampler('srcSampler', s),
    setUniforms: (u) => { if (u.intensity !== undefined) material.setFloat('intensity', u.intensity); },
  };
}

class MyEffect extends CustomShaderEffect<MyUniforms, MyInputs> {
  effectName = 'MyEffect';
  constructor(engine: BABYLON.WebGPUEngine, inputs: MyInputs, width = 1280, height = 720) {
    super(engine, inputs, {
      factory: (scene, opts) => createMyMaterial(scene, opts),
      textureInputKeys: ['src'],
      width, height,
      materialName: 'MyMaterial',
    });
  }
}

Pattern 9: Graph Introspection

const graph = canvasPaint.getGraph();
console.log('Nodes:', graph.nodes.map(n => n.name));
console.log('Edges:', graph.edges.map(e => `${e.from} -> ${e.to}`));

const ordered = canvasPaint.getOrderedEffects();
console.log('Render order:', ordered.map(e => e.effectName));

// Uniform introspection
const meta = bloom.getUniformsMeta();
// [{ name: 'preBlackLevel', kind: 'f32', bindingName: 'uniforms_preBlackLevel', default: 0.05 }, ...]

const runtime = bloom.getUniformRuntime();
// { preBlackLevel: { isDynamic: false, current: 0.05, min: 0.05, max: 0.05 }, ... }

Pattern 10: Using Frame IDs for Deduplication

let frameCounter = 0;
engine.runRenderLoop(() => {
  const frameId = `frame-${frameCounter++}`;
  // If multiple terminal effects share subgraphs, frameId prevents double-rendering
  canvasPaint1.renderAll(engine, frameId);
  canvasPaint2.renderAll(engine, frameId);  // Shared effects only updateUniforms, not re-render
});

Important Caveats

  1. WebGPU vs WebGL: The babylon subpath uses BABYLON.WebGPUEngine and WGSL shaders. The babylonGL subpath uses BABYLON.Engine and GLSL shaders. The APIs are structurally identical but the engine types and shader languages differ. Not all generated effects are available in the GL variant (only 9 of the 22 postFX effects have GL versions).

  2. Scene management: Each CustomShaderEffect creates its own BABYLON.Scene internally. This is by design for isolation but means creating many effects creates many scenes. Always call dispose() or disposeAll() when effects are no longer needed.

  3. FeedbackNode and cycles: FeedbackNode.setFeedbackSrc() intentionally does NOT add the feedback source to the node's inputs map. This prevents cycles during renderAll() traversal. Because of this, FeedbackNode must be rendered separately or placed correctly in the render order. The feedback source's output is only swapped in after the first frame.

  4. Generated code -- do not edit: All files under generated/ are auto-generated by @avtools/power2d-codegen. Manual edits will be overwritten. To modify effects, edit the source definitions in @avtools/power2d and regenerate.

  5. Canvas inputs: When passing an HTMLCanvasElement or OffscreenCanvas as a ShaderSource, the framework creates a DynamicTexture (WebGL) or uses createDynamicTexture + updateDynamicTexture (WebGPU). The canvas is re-uploaded to the GPU every frame during render(). This is convenient but not free; for high-performance scenarios, consider pre-rendering to a Babylon texture.

  6. Default resolution: All effects default to 1280x720. Always pass explicit width/height when your target resolution differs.

  7. Sampler defaults: All effects use CLAMP_ADDRESSMODE for wrap modes by default. The default sampling mode is BILINEAR_SAMPLINGMODE unless sampleMode: 'nearest' is specified. Fluid simulation stages typically use 'nearest' for field data and 'linear' for advection/dye.

  8. Pass texture routing: For multi-pass effects (like Bloom with 2 passes), the passTextureSources specification controls which textures feed into which passes. By default, the primary texture is chained through passes (pass 1 reads pass 0's output). Custom routing allows any pass to read from any earlier pass or from external inputs.

  9. Disposing: Call dispose() on individual effects or disposeAll() on the terminal effect to clean up. Failing to dispose will leak GPU resources (render targets, materials, scenes, meshes).

  10. CanvasPaint is terminal: CanvasPaint renders to the screen framebuffer, not to a render target. Its output property exists for structural consistency but it renders to screen in render(). Do not chain another effect after CanvasPaint.


Monorepo Relationships

@avtools/shader-fx
  depends on: babylonjs (npm)
  consumed by: @avtools/power2d (re-exports and uses shader effects)
              apps/browser-projections (uses effects for live visuals)
              apps/deno-notebooks (experimental usage)

@avtools/power2d-codegen
  generates: packages/shader-fx/generated/**
  reads: @avtools/power2d effect definitions
  writes: WGSL and GLSL .generated.ts files

@avtools/power2d
  defines: effect specifications (shader source, uniforms, passes)
  uses: @avtools/shader-fx/babylon as the runtime

The code generation flow is: effect definitions in @avtools/power2d are processed by @avtools/power2d-codegen to produce the .generated.ts files in @avtools/shader-fx/generated/. These generated files import the core framework from @avtools/shader-fx/babylon (or babylonGL) and export ready-to-use effect classes.

Install via CLI
npx skills add https://github.com/diegosouzapw/awesome-omni-skill --skill shader-fx
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