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LYGIA: a multi-language shader library

Tired of reimplementing and searching for the same functions over and over, I started compiling and building a shader library of reusable assets (mostly functions) that can be include over and over. It's very granular, designed for reusability, performance and flexibility.

How does it work?

  1. Clone this repository in your project, where your shaders are.
git clone https://github.com/patriciogonzalezvivo/lygia.git
  1. In your shader #include the functions you need:
uniform vec2    u_resolution;
uniform float   u_time;

#include "space/ratio.glsl"
#include "math/decimation.glsl"
#include "draw/circle.glsl"

void main(void) {
    vec3 color = vec3(0.0);
    vec2 st = gl_FragCoord.xy/u_resolution.xy;
    st = ratio(st, u_resolution);
    
    color = vec3(st.x,st.y,abs(sin(u_time)));
    color = decimation(color, 20.);
    color += circle(st, .5, .1);
    
    gl_FragColor = vec4(color, 1.0);
}

Learn more about how to use it on this repositories with examples:

Join #Lygia channel on shader.zone discord to learn how to use it, share work or get help.

How is it organized?

The functions are divided in different categories:

  • math/: general math functions and constants like PI, SqrtLength(), etc.
  • space/: general spatial operations like scale(), rotate(), etc.
  • color/: general color operations like luma(), saturation(), blend modes, palettes, color space conversion and tonemaps.
  • animation/: animation operations, like easing
  • generative/: generative functions like random(), noise(), etc.
  • sdf/: signed distance field functions.
  • draw/: drawing functions like digits(), stroke(), fill, etc/.
  • sample/: sample operations
  • filters/: typical filter operations like different kind of blurs, mean and median filters.
  • distort/: distort sampling operations
  • simulate/: simulate sampling operations
  • lighting/: different foward/deferred/raymarching lighting models and functions

Flexible how?

There are some functions which behaviour can be change using #defines keyword before including it. For examples, gaussian blurs are usually are done in two passes, so by default perform only 1D kernerls, but in the case you are interested on performing a 2D kernel all in the same pass you will need to add the GAUSSIANBLUR_2D keyword in the following way.

#define GAUSSIANBLUR_2D
#include "filter/gaussianBlur.glsl"

void main(void) {
    ...
    
    vec2 pixel = 1./u_resolution;
    color = gaussianBlur(u_tex0, uv, pixel, 9);
    ...
}

Design Principles

This library:

color/blend.glsl
// which includes
color/blend/*.glsl
  • It's multi language. Right now most of it is on GLSL (*.glsl) and HLSL (*.hlsl), but there is plans to extend it to Metal (*.metal).
math/mix.glsl
math/mix.hlsl
  • Self documentation each file contain a structured comment (in YAML) at the top of the file. This one contain the name of the original author, description, use and #define options
/*
original_author: <FULL NAME>
description: [DESCRIPTION + URL]
use: <vec2> myFunc(<vec2> st, <float> x [, <float> y])
options:
    - MYFUNC_TYPE
    - MYFUNC_SAMPLER_FNC()
*/
  • Prevents name collisions by using the following pattern where FNC_ is followed with the function name:
#ifndef FNC_MYFUNC
#define FNC_MYFUNC

float myFunc(float in) {
    return in;
}

#endif
  • Templeting capabilities through #defines, probably the most frequent one is templating the sampling function for reusability. The #define options start with the name of the function, in this example MYFUNC_. They are added as options: in the header.
#ifndef MYFUNC_TYPE
#define MYFUNC_TYPE vec4
#endif

#ifndef MYFUNC_SAMPLER_FNC
#define MYFUNC_SAMPLER_FNC(POS_UV) texture2D(tex, POS_UV)
#endif

#ifndef FNC_MYFUNC
#define FNC_MYFUNC
MYFUNC_TYPE myFunc(sampler2D tex, vec2 st) {
    return MYFUNC_SAMPLER_FNC(st);
}
#endif
  • Utilize function overloading. where arguments are arrange in such a way that optional elements are at the back. When possible sort them according their memory size (except textures that reamin at the top). Ex.: sampler2D, mat4, mat3, mat2, vec4, vec3, vec2, float, ivec4, ivec3, ivec2, int, bool
/*
...
use: myFunc(<vec2> st, <vec2|float> x[, <float> y])
*/

#ifndef FNC_MYFUNC
#define FNC_MYFUNC
vec2 myFunc(vec2 st, vec2 x) {
    return st * x;
}

vec2 myFunc(vec2 st, float x) {
    return st * x;
}

vec2 myFunc(vec2 st, float x, float y) {
    return st * vec2(x, y);
}
#endif

Acknowledgements

This library has been built over years, and in many cases on top of the work of brillant generous people like: Inigo Quiles, Morgan McGuire, Hugh Kennedy and Matt DesLauriers.

License

LYGIA is dual-licensed under the Prosperity License and the Patron License for individual cases.

A Patron License can be obtained by making regular payments through GitHub Sponsorships, in amounts qualifying for a tier of rewards that includes “patron licenses”. A Patron License grants qualifying patrons permission to ignore any noncommercial or copyleft rules in all of the Prosperity Licensed software.

Keeping LYGIA healthy require works and dedication, I will really appreciate your support. That could by contributing new code (functions or examples in new enviroments like Processing, TouchDesigner, Three.js, OpenFrameworks, etc), or fixing bugs and translating the GLSL/HLSL to Metal.

Another way to support is by sponsoring through GitHub. By becoming a Sponsor, you'll be helping to ensure I can spend more time fixing bugs, adding features, releasing new versions, and making more examples and expanding the support for new frameworks.

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  • GLSL 53.2%
  • HLSL 46.8%