A shallow embedding of the OpenGL Shading Language in Haskell.
ixshader is a shallow embedding of the OpenGL Shading Language in Haskell. It aims to look as close to actual glsl shader code as possible, while providing better compile-time safety. Currently writing shader code in ixshader's IxShader monad will catch variable assignment mismatches, multiplication mismatches and some other common errors. It also builds a description of your shader at the type level to use downstream during buffering and uniform updates. Lastly, it abstracts over shader code written for opengl and webgl.
ixshader
ixshader
is a shallow embedding of the OpenGL Shading Language in Haskell. It aims to look as close to actual glsl shader code as possible, while providing better compile-time safety. Currently writing shader code in ixshader
's IxShader
monad will catch variable assignment mismatches, multiplication mismatches and some other common errors. It also builds a description of your shader at the type level to use downstream during buffering and uniform updates. Lastly, it abstracts over shader code written for opengl and webgl.
Since this is a work in progress the entire language is not yet supported, though you can easy use the nxt
and acc
functions to push your own glsl into the pipeline, typechecking only what you want.
The resulting source is pretty and human readable, even debuggable without sourcemapping.
You should create a separate file for your shaders as ixshader
relies on the RebindableSyntax
language extension and re-defines key functions such as >>=
, >>
, return
, fail
, void
, fromInteger
and fromRational
.
example
{-# LANGUAGE AllowAmbiguousTypes #-}
{-# LANGUAGE DataKinds #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE GADTs #-}
{-# LANGUAGE LambdaCase #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE PolyKinds #-}
{-# LANGUAGE RankNTypes #-}
{-# LANGUAGE RebindableSyntax #-}
{-# LANGUAGE ScopedTypeVariables #-}
{-# LANGUAGE TypeFamilies #-}
{-# LANGUAGE TypeInType #-}
{-# LANGUAGE TypeOperators #-}
{-# LANGUAGE UndecidableInstances #-}
module MyShaders where
import Graphics.IxShader
myvertex
:: forall (ctx :: GLContext). HasContext ctx
=> IxShader ctx '[] '[ In Xvec2 "position"
, In Xvec4 "color"
, Uniform Xmat4 "projection"
, Uniform Xmat4 "modelview"
, Out Xvec4 "fcolor"
, Out Xvec4 "gl_Position"
, Main
] ()
myvertex = do
pos <- in_
color <- in_
proj <- uniform_
modl <- uniform_
fcolor <- out_
glPos <- gl_Position
main_ $ do
fcolor .= color
glPos .= proj .* modl .* (pos .: 0.0 .: 1.0)
myfragment
:: forall (ctx :: GLContext). IsGLContext ctx
=> IxShader ctx '[] '[ In Xvec4 "fcolor"
, Out Xvec4 (GLFragName ctx)
, Main
] ()
myfragment = do
fcolor <- in_
glFrag <- gl_FragColor
main_ $ glFrag .= fcolor
main = do
putStrLn "First OpenGL:"
putSrcLn $ vertex @'OpenGLContext
putStrLn "\nThen WebGL:"
putSrcLn $ vertex @'WebGLContext
{-
First OpenGL:
in vec2 position;
in vec4 color;
uniform mat4 projection;
uniform mat4 modelview;
out vec4 fcolor;
void main ()
{ fcolor = color;
gl_Position = projection * modelview * vec4 (position.x, position.y, 0.0, 1.0);
}
Then WebGL:
attribute vec2 position;
attribute vec4 color;
uniform mat4 projection;
uniform mat4 modelview;
varying vec4 fcolor;
void main ()
{ fcolor = color;
gl_Position = projection * modelview * vec4 (position.x, position.y, 0.0, 1.0);
}
-}