Drop your shader file

and

the resolved version will be downloaded

LYGIA

LYGIA Shader Library

LYGIA is a shader library of reusable functions that will let you prototype, port or ship a project in just few minutes. It's very granular, flexible and efficient. Support multiple shading languages and can easily be added to any project, enviroment or framework of your choice.

Here are a couple of integrations examples:

uUnity threejs p5 p5js openFrameworks minecraft Figma touchDesigner ogl npm glslViewer ob r3rf irmf Ossia laforge synesthesia

How to use it?

In your shader #include the functions you need:

#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; #include "lygia/space/ratio.glsl" #include "lygia/math/decimate.glsl" #include "lygia/draw/circle.glsl" void main(void) { vec3 color = vec3(0.0); vec2 st = gl_FragCoord.xy/u_resolution.xy; st = ratio(st, u_resolution); color = vec3(st.x,st.y,abs(sin(u_time))); color = decimate(color, 20.); color += circle(st, .5, .1); gl_FragColor = vec4(color, 1.0); }

Then you need to resovle this dependencies, the fastest way would be to drag&drop your shader file here:

Drop you shader file here

The other options is using a local version that then you can bundle into your project, or use the server to resolve the dependencies online.

LYGIA Locally

If you are working locally in an environment that can resolve #include dependencies, just clone LYGIA into your project relative to the shader you are loading:

    git clone https://github.com/patriciogonzalezvivo/lygia.git

or as a submodule:

    git submodule add https://github.com/patriciogonzalezvivo/lygia.git

or you may clone LYGIA without the git history and reduce the project size (9MB+) with the following command:

    npx degit https://github.com/patriciogonzalezvivo/lygia.git lygia

LYGIA server

If you are working on a cloud platform you probably want to resolve the dependencies without needing to install anything. Just add a link to https://lygia.xyz/resolve.js (JS) or https://lygia.xyz/resolve.esm.js (ES6 module):

    <!-- as a JavaScript source -->
    <script src="https://lygia.xyz/resolve.js"></script>

    <!-- Or as a ES6 module -->
    <script type="module">
        import resolveLygia from "https://lygia.xyz/resolve.esm.js"
    </script>

To then resolve the dependencies by passing a string or strings[] to resolveLygia() or resolveLygiaAsync():

    // 1. FIRST

    // Sync resolver, one include at a time
    vertSource = resolveLygia(vertSource);
    fragSource = resolveLygia(fragSource);

    // OR.

    // ASync resolver, all includes in parallel calls
    vertSource = resolveLygiaAsync(vertSource);
    fragSource = resolveLygiaAsync(fragSource);

    // 2. SECOND

    // Use the resolved source code 
    shdr = createShader(vertSource, fragSource);

This this function can also resolve dependencies to previous versions of LYGIA by using this pattern lygia/vX.X.X/... on you dependency paths. For example:

#include "lygia/v1.0.0/math/decimation.glsl"
#include "lygia/v1.1.0/math/decimation.glsl"

Integrations examples

Learn more about LYGIA and how to use it from these examples:

For more information, guidance, or feedback about using LYGIA, join #Lygia channel on shader.zone discord.

How is it organized?

The functions are divided into different categories:

Flexible how?

There are some functions whose behavior can be changed using the #defines keyword before including it. For example, gaussian blurs are usually are done in two passes. By default, these are performed on their 1D version, but if you are interested in using a 2D kernel, all in the same pass, you will need to add the GAUSSIANBLUR_2D keyword this way:


    #define GAUSSIANBLUR_2D
    #include "filter/gaussianBlur.glsl"

    void main(void) {
        ...

        vec2 pixel = 1./u_resolution;
        color = gaussianBlur(u_tex0, uv, pixel, 9);
        ...
    }

Design Principles

  1. It relies on #include "path/to/file.*lsl" which is defined by Khronos GLSL standard and requires a typical C-like pre-compiler MACRO which is easy to implement with just basic string operations to resolve dependencies.

Here you can find some implementations on different languages:

    color/blend.glsl
    // which includes
    color/blend/*.glsl

    math/mirror.glsl
    math/mirror.hlsl
    math/mirror.wgsl
    math/mirror.msl
    math/mirror.cuh

    /*
    contributors: <FULL NAME>
    description: [DESCRIPTION + URL]
    use: <vec2> myFunc(<vec2> st, <float> x [, <float> y])
    options:
        - MYFUNC_TYPE
        - MYFUNC_SAMPLER_FNC()
    */


    #ifndef FNC_MYFUNC
    #define FNC_MYFUNC

    float myFunc(float in) {
        return in;
    }

    #endif


    #ifndef MYFUNC_TYPE
    #define MYFUNC_TYPE vec4
    #endif

    #ifndef MYFUNC_SAMPLER_FNC
    #define MYFUNC_SAMPLER_FNC(TEX, UV) texture2D(TEX, UV)
    #endif

    #ifndef FNC_MYFUNC
    #define FNC_MYFUNC
    MYFUNC_TYPE myFunc(SAMPLER_TYPE tex, vec2 st) {
        return MYFUNC_SAMPLER_FNC(tex, st);
    }
    #endif


    /*
    ...
    use: myFunc(<vec2> st, <vec2|float> x[, <float> y])
    */

    #ifndef FNC_MYFUNC
    #define FNC_MYFUNC
    vec2 myFunc(vec2 st, vec2 x) {
        return st * x;
    }

    vec2 myFunc(vec2 st, float x) {
        return st * x;
    }

    vec2 myFunc(vec2 st, float x, float y) {
        return st * vec2(x, y);
    }
    #endif

Contributions

LYGIA has a long way to go. Your support will be appreciated and rewarded! All contributors are automatically added to the commercial license. This support can take multiple forms:

License

LYGIA belongs to those that support it. For that it uses a dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore any non-commercial rule of the Prosperity License software.

It's also possible to get a permanent commercial license hooked to a single and specific version of LYGIA.

If you have doubts please reaching out to patriciogonzalezvivo at gmail dot com

Credits

Created and mantained by Patricio Gonzalez Vivo( Mastodon | Twitter | Instagram | GitHub ) and every direct or indirect contributors to the GitHub. This library has been built over years, and in many cases on top of the work of brilliant and generous people like: Inigo Quiles, Morgan McGuire, Alan Wolfe, Hugh Kennedy, Matt DesLauriers, and many others.

Get the latest news and releases

Sign up for the news letter below, join the LYGIA's channel on Discord or follow the Github repository