OpenCut/docs/effects-renderer.md

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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.

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.