p5.js shader() Method

The shader() function in p5.js makes it possible to use a custom shader to fill in shapes in the WEBGL mode. A custom shader could be loaded using the loadShader() method, and it could even be programmed to have moving graphics on them.
Syntax:
shader( [s] )
Parameter: This function has a single parameter as mentioned above and discussed below:
- s: It is a p5.Shader object that contains the desired shader to be used for filling shapes.
The below example demonstrates the shader() function in p5.js:
Example: This example shows how to draw a circle with a shader.
Javascript
| // Variable to hold the shader object let circleShader;  Âfunctionpreload() {  Â  // Load the shader files with loadShader()   circleShader = loadShader('basic.vert', 'basic.frag'); }  Âfunctionsetup() {   // Shaders require WEBGL mode to work   createCanvas(400, 400, WEBGL);   noStroke(); }  Âfunctiondraw() {     // The shader() function sets the active   // shader with our shader   shader(circleShader);  Â  // Setting the time and resolution of our shader   circleShader.setUniform(     'resolution', [width, height]   );   circleShader.setUniform(     'time', frameCount * 0.05   );    Â  // Using rect() to give some    // geometry on the screen   rect(0, 0, width, height); }  ÂfunctionwindowResized() {   resizeCanvas(windowWidth, windowHeight); } | 
basic.vert
attribute vec3 aPosition;
attribute vec2 aTexCoord;
void main() {
 // Copy the position data into a vec4,
 // using 1.0 as the w component
 vec4 positionVec4 = vec4(aPosition, 1.0);
 // Scale the rect by two, and move it to
 // the center of the screen
 positionVec4.xy = positionVec4.xy * 2.0 - 1.0;
 // Send the vertex information on to
 // the fragment shader
 gl_Position = positionVec4;
}
basic.frag
precision mediump float;
varying vec2 vTexCoord;
// We need the sketch resolution to
// perform some calculations
uniform vec2 resolution;
uniform float time;
// Function that turns an rgb value that
// goes from 0 - 255 into 0.0 - 1.0
vec3 rgb(float r, float g, float b){
  return vec3(r / 255.0, g / 255.0, b / 255.0);
}
vec4 circle(float x, float y, float diam, vec3 col){
    vec2 coord = gl_FragCoord.xy;
    // Flip the y coordinates for p5
    coord.y = resolution.y - coord.y;
    // Store the x and y in a vec2 
    vec2 p = vec2(x, y);
    // Calculate the circle
    // First get the difference of the circles 
    // location and the screen coordinates
    // compute the length of that result and 
    // subtract the radius
    // this creates a black and white mask that 
    // we can use to multiply against our colors
    float c = length( p - coord) - diam*0.5;
    // Restrict the results to be between 
    // 0.0 and 1.0
    c = clamp(c, 0.0,1.0);
  
    // Send out the color, with the circle
    // as the alpha channel  
    return vec4(rgb(col.r, col.g, col.b), 1.0 - c);  
}
void main() {
  // The width and height of our rectangle
  float width = 100.0;
  float height = 200.0;
  // the center of the screen is just the
  // resolution divided in half
  vec2 center = resolution * 0.5;
  // Lets make our rect in the center of the
  // screen. We have to subtract half of it's
  // width and height just like in p5
  float x = center.x ;
  float y = center.y ;
  // add an oscillation to x
  x += sin(time) * 200.0;
  // A color for the rect 
  vec3 grn = vec3(200.0, 240.0, 200.0);
  // A color for the bg
  vec3 magenta = rgb(240.0,150.0,240.0);
  // Call our circle function
  vec4 circ = circle(x, y, 200.0, grn);
  // out put the final image
  // Mix the circle with the background color
  // using the circles alpha
  circ.rgb = mix(magenta, circ.rgb, circ.a);
  gl_FragColor = vec4( circ.rgb ,1.0);
}
Output:
Reference: https://p5js.org/reference/#/p5/shader
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