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Effects & WebGL Renderer
How to add a new effect
- Create a new file in
apps/web/src/lib/effects/definitions/(e.g.brightness.ts) - Export an
EffectDefinition— seeblur.tsas a reference - Register it in
apps/web/src/lib/effects/definitions/index.ts
An effect definition has:
type— unique string identifiername— display namekeywords— for searchparams— user-facing controls (sliders, toggles, etc.)renderer— alwayswebgl
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.
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:
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:
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.
// 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.