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 }) => ({ ... }) },
  ],
}

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.

// 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.