# 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 }) => ({ ... }) }, ], } ``` All WebGL rendering — both the main renderer and the effect preview — goes through `applyMultiPassEffect` in `apps/web/src/services/renderer/webgl-utils.ts`. Don't add a new rendering path somewhere else; update that function if needed. ## Writing fragment shaders Shaders live in `apps/web/src/lib/effects/definitions/`. 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 — the most common mistake** Always use a step of 1 texel when sampling neighbors. Do not scale the step size with the blur radius or intensity — it creates visible discrete artifacts (ghosting/glow look) because there are large gaps between samples that the GPU fills with linear interpolation instead of your intended curve. ```glsl // correct — step is always 1 texel, loop count controls radius for (int i = -30; i <= 30; i++) { color += texture2D(u_texture, v_texCoord + texelSize * u_direction * float(i)) * weight; } // wrong — stepping 6 texels at a time looks ghosty at high intensity vec2 offset = texelSize * u_direction * u_radius; color += texture2D(u_texture, v_texCoord + offset * 2.0) * someWeight; ``` If you need a large radius with a fixed kernel size, increase the number of samples rather than the step. ## 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.