ESBuild plugin to load WebGL shaders from .glsl
files.
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This ESBuild plugin streamlines the process of loading WebGL shaders in your JavaScript or TypeScript projects. By allowing you to import GLSL shader files directly into your project, it ensures a seamless development experience for WebGL applications. This approach promotes better separation of concerns by eliminating the need to hard code GLSL shader code into your JS or TS files. Additionally, it compresses the shader code, helping you to deliver a smaller minified bundle for your library.
- Easy Integration: Easily integrate GLSL shaders into your ESBuild workflow.
- TypeScript Support: Full support for TypeScript, making it easier to work with shaders in a type-safe environment.
- Lightweight: Minimal footprint, ensuring your build times remain fast.
- Flexible Configuration: Compatible with various build tools and configurations, including
tsup
and standardesbuild
setups.
Follow these steps to get started with the ESBuild Plugin WebGL:
You can install the plugin using your preferred package manager:
Using pnpm
:
$ pnpm add esbuild-plugin-webgl
Using npm
:
$ npm install esbuild-plugin-webgl
Using yarn
:
$ yarn add esbuild-plugin-webgl
Note: If you are using a monorepo or workspaces, you can install this plugin at the root using the
-w
option or to a specific workspace using--filter your-package
or--scope your-package
forpnpm
oryarn
workspaces, respectively.
To use the plugin with tsup
, add it to your tsup.config.ts
or tsup.config.js
file:
// tsup.config.ts or tsup.config.js
import { defineConfig } from "tsup";
import { webglPlugin } from "esbuild-plugin-webgl";
export default defineConfig((options) => ({
...
esbuildPlugins: [webglPlugin()],
}));
To use the plugin directly with esbuild
, include it in your build configuration:
import { webglPlugin } from "esbuild-plugin-webgl";
esbuild.build({
...
plugins: [webglPlugin()],
});
Here's a quick example of how you can import and use a GLSL shader in your project:
import vertexShader from "./shaders/vertex.glsl";
import fragmentShader from "./shaders/fragment.glsl";
// Initialize WebGL context and use the imported shaders
const gl = canvas.getContext("webgl");
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
To prevent IDE or TypeScript errors, create a declaration file in the project's root directory.
declare module "*.glsl" {
const value: string;
export default value;
}
For users of Vitest, you can import the raw file by appending ?raw
to the import statement:
import fragSource from "frag.glsl?raw";
To resolve IDE issues, add the following to your declarations.d.ts
file:
declare module "*.glsl?raw" {
const value: string;
export default value;
}
Contributions are welcome! If you find a bug or have a feature request, please open an issue. For major changes, please open a discussion first to discuss what you would like to change.
This library is licensed under the MPL-2.0 open-source license. See the LICENSE file for more details.
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