# Effects & WebGL Renderer ## How to add a new effect 1. Create a new file in `apps/web/src/lib/effects/definitions/` (e.g. `brightness.ts`) 2. Export an `EffectDefinition` — see `blur.ts` as a reference 3. Register it in `apps/web/src/lib/effects/definitions/index.ts` An effect definition has: - `type` — unique string identifier - `name` — display name - `keywords` — for search - `params` — user-facing controls (sliders, toggles, etc.) - `renderer` — always `webgl` All effects use WebGL. Even simple single-value effects like brightness or contrast are trivial shaders — there's no reason to leave the GPU pipeline for them. ## Single-pass vs multi-pass The `webgl` renderer supports a `passes` array. Single-pass effects (e.g. color grading) just have one entry. Multi-pass is needed when an effect has to process its own output — blur (H then V), bloom (extract → blur → composite), glow, etc. ```typescript renderer: { type: "webgl", passes: [ { fragmentShader: myShader, uniforms: ({ effectParams }) => ({ ... }) }, ], } ``` ### Dynamic pass counts with `buildPasses` Some effects need a variable number of passes depending on their parameters (e.g. blur needs more iterations at high intensity to keep quality). For these, add a `buildPasses` function to the renderer: ```typescript renderer: { type: "webgl", passes: [ /* static fallback — used if buildPasses is absent */ ], buildPasses: ({ effectParams, width, height }) => { // return ResolvedEffectPass[] with pre-computed uniforms }, } ``` When `buildPasses` is present, all rendering paths use it instead of the static `passes` array. The static array is kept as a structural reference and fallback for effects that don't need dynamic pass counts. ### Resolving passes — always use `resolveEffectPasses` All code that consumes effect passes should go through the helper, never access `definition.renderer.passes` directly: ```typescript import { resolveEffectPasses } from "@/lib/effects"; const passes = resolveEffectPasses({ definition, effectParams, width, height }); ``` This handles the `buildPasses` vs static `passes` dispatch automatically. ### Pipeline Linear effect chains (blur, color grading, bloom) go through `applyMultiPassEffect` in `apps/web/src/services/renderer/webgl-utils.ts`. Non-linear GPU pipelines that need branching or multi-texture passes (like JFA for signed distance fields) get their own orchestrator in `services/renderer/` and share the WebGL context via `webgl-context.ts`. ## Writing fragment shaders Effect-specific shaders live in `apps/web/src/lib/effects/definitions/`. General-purpose GPU algorithm shaders (like JFA) live in `apps/web/src/lib/shaders/`. Domain-specific shaders that consume a general algorithm (like the mask feather smoothstep) live with their domain (e.g. `lib/masks/shaders/`). The shared vertex shader (`effect.vert.glsl`) maps clip space to UV coordinates — don't replace it unless you have a specific reason. Available uniforms (automatically injected, no need to pass them manually): - `u_texture` — the input texture (sampler2D) - `u_resolution` — canvas size in pixels (vec2) Any additional uniforms come from the `uniforms()` function in the pass definition. **Sampling density and step scaling** A fixed kernel (e.g. ±30 samples) can only cover ±30 texels at step=1. When the target sigma grows beyond ~10, the kernel can't cover enough of the Gaussian curve and the result degrades into a box filter. The fix is a `u_step` uniform that spaces samples further apart. With step=4 the same 61-sample kernel covers ±120 texels. Bilinear texture filtering smooths the gaps between samples. For very large sigma, combine step scaling with **multi-iteration stacking** (multiple H+V pass pairs via `buildPasses`) — each iteration compounds the blur, and the effective sigma = per-pass sigma × √iterations. Keep the step size moderate (≤4) to avoid visible banding. If you need more blur than step=4 allows in a single iteration, add iterations instead of increasing the step further. ```glsl // u_step scales the distance between samples float pos = float(i) * u_step; float weight = exp(-(pos * pos) / (2.0 * u_sigma * u_sigma)); color += texture2D(u_texture, v_texCoord + texelSize * u_direction * pos) * weight; ``` Do **not** use large step sizes (>6) in a single pass — it creates visible banding regardless of bilinear interpolation. Use multiple iterations instead. ## Y-flip and coordinate systems Source textures (uploaded from canvas) are Y-flipped via `UNPACK_FLIP_Y_WEBGL`. Intermediate FBO textures (rendered by WebGL between passes) are not. In practice this cancels out correctly as long as you use the shared vertex shader — it maps clip space Y consistently so both texture types sample correctly. If you write a custom vertex shader or do manual coordinate math, be aware that canvas and WebGL have opposite Y origins (canvas: top-left, WebGL: bottom-left). Getting this wrong produces an upside-down result with no obvious error.