Writing and using fragment shaders
A shader is a program executed by the GPU and usually authored in a small,
Dart-like language, such as GLSL. User-authored shaders can be added to
Flutter projects using the FragmentProgram
API.
You can use custom shaders to provide rich graphical effects beyond those
provided by the Flutter SDK.
Adding shaders to an application
Shaders must be declared in the shaders
section of your project’s pubspec.yaml
file.
The Flutter command-line tool compiles the shader to its appropriate backend format,
as well as generates the necessary runtime metadata.
When running in debug mode, changes to a shader program
triggers recompilation and updates the shader during hot reload or hot
restart.
flutter:
shaders:
- shaders/myshader.frag
Shaders from packages are added to a project using the same technique as other assets.
Loading shaders at runtime
Load a FragmentProgram
at runtime using the FragmentProgram.fromAsset
constructor. Specify the path to the shader in the pubspec.yaml
file, as shown above.
void loadMyShader() async {
var program = await FragmentProgram.fromAsset('shaders/myshader.frag');
}
The FragmentProgram object can be used to create one or more FragmentShader instances. A FragmentShader object represents a fragment program along with a particular set of uniforms.
void updateShader(Canvas canvas, Rect rect, FragmentProgram program) {
var shader = program.createShader();
shader.setFloat(0, 42.0);
canvas.drawRect(rect, Paint()..shader = shader);
}
Canvas API
Fragment shaders can be used with most Canvas APIs by setting Paint.shader
.
For example, when using Canvas.drawRect
the shader is evaluated for all
fragments within the rectangle. For an API like Canvas.drawPath
with a
stroked path, the shader is evaluated for all fragments within the stroked
line. Some APIs, such as Canvas.drawImage
, ignore the value of the shader.
void paint(Canvas canvas, Size size, FragmentShader shader) {
// Draws a rectangle with the shader used as a color source.
canvas.drawRect(
Rect.fromLTWH(0, 0, size.width, size.height),
Paint()..shader = shader,
);
// Draws a stroked rectangle with the shader only applied to the fragments
// that lie within the stroke.
canvas.drawRect(
Rect.fromLTWH(0, 0, size.width, size.height),
Paint()
..style = PaintingStyle.stroke
..shader = shader,
)
}
Authoring shaders
Shaders are authored as GLSL source files.
Any GLSL version from 460 down to 100 is supported,
though some available features are restricted.
The rest of the examples in this document use version 460 core
.
Also note the following special cases:
- UBOs and SSBOs aren’t supported
-
sampler2D
is the only supported sampler type - Only the two-argument version of
texture
(sampler and uv) is supported - No additional varying inputs may be declared
- All precision hints are ignored when targeting Skia
- Unsigned integers and booleans aren’t supported
Uniforms
Configure a fragment program by defining uniform
values in the GLSL shader
source and then setting these values in Dart for each fragment shader instance.
Set the uniform
value using the FragmentShader.setFloat
or
FragmentShader.setImageSampler
methods, depending on the type˜ of uniform value.
In GLSL, floating point values includes float
, vec2
, vec3
, and vec4
types.
A GLSL sampler value is a sampler2D
type.
The correct index for each uniform
value is determined by the order that the uniform values
are defined in the fragment program. For data types composed of
multiple floats, such as a vec4
, you must call FragmentShader.setFloat
once for each value.
For example, given the following uniforms declarations in a GLSL fragment program:
uniform float uScale;
uniform sampler2D uTexture;
uniform vec2 uMagnitude;
uniform vec4 uColor;
The corresponding Dart code to initialize these uniform
values is
as follows:
void updateShader(FragmentShader shader, Color color, Image image) {
shader.setFloat(0, 23); // uScale
shader.setFloat(1, 114); // uMagnitude x
shader.setFloat(2, 83); // uMagnitude y
// Convert color to premultiplied opacity.
shader.setFloat(3, color.red / 255 * color.opacity); // uColor r
shader.setFloat(4, color.green / 255 * color.opacity); // uColor g
shader.setFloat(5, color.blue / 255 * color.opacity); // uColor b
shader.setFloat(6, color.opacity); // uColor a
// Initialize sampler uniform.
shader.setImageSampler(0, image);
}
Note how the indexes used does not count the sampler2D
uniform. This uniform
will be set separately with FragmentShader.setImageSampler
, with the
index starting over at 0.
Any float uniforms that are left uninitialized will default to 0
.
Current position
The shader has access to a varying
value that contains the local coordinates for
the particular fragment being evaluated. Use this feature to compute
effects that depend on the current position, which can be accessed by
importing the flutter/runtime_effect.glsl
library and calling the
FlutterFragCoord
function . For example:
#include <flutter/runtime_effect.glsl>
void main() {
vec2 currentPos = FlutterFragCoord().xy;
}
The value returned from FlutterFragCoord
is distinct from gl_FragCoord
.
gl_FragCoord
provides the screen space coordinates and should generally be
avoided to ensure that shaders are consistent across backends. When targeting a
Skia backend, the calls to gl_FragCoord
are rewritten to access local
coordinates but this rewriting isn’t possible with Impeller.
Colors
There isn’t a built-in data type for colors. Instead they are commonly
represented as a vec4
with each component corresponding to one of the RGBA
color channels.
The single output fragColor
expects that the color value is normalized to be
in the range of 0.0
to 1.0
and that it has premultiplied alpha. This is
different than typical Flutter colors which use a 0-255
value encoding and
have unpremultipled alpha.
Samplers
A sampler provides access to a dart:ui
Image
object.
This image can be acquired either from a decoded image
or from part of the application using
Scene.toImageSync
or Picture.toImageSync
.
#include <flutter/runtime_effect.glsl>
uniform vec2 uSize;
uniform sampler2D uTexture;
out vec4 fragColor;
void main() {
vec2 uv = FlutterFragCoord().xy / uSize;
fragColor = texture(uTexture, uv);
}
By default, the image uses TileMode.clamp
to determine how values outside
of the range of [0, 1]
behave. Customization of the tile mode is not
supported and needs to be emulated in the shader.
Performance considerations
When targeting the Skia backend, loading the shader might be expensive since it must be compiled to the appropriate platform-specific shader at runtime. If you intend to use one or more shaders during an animation, consider precaching the fragment program objects before starting the animation.
You can reuse a FragmentShader
object across frames;
this is more efficient than creating a new FragmentShader
for each frame.
For a more detailed guide on writing performant shaders, check out Writing efficient shaders on GitHub.
Other resources
For more information, here are a few resources.
- The Book of Shaders by Patricio Gonzalez Vivo and Jen Lowe
- Shader toy, a collaborative shader playground