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🕸️ Import, inline (and minify) GLSL/WGSL/Slang shader files 🔌

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Vite Plugin GLSL

Import, inline (and minify) GLSL/WGSL/Slang shader files

npm GitHub package.json version GitHub

Inspired by threejs-glsl-loader and vite-plugin-string, compatible with Babylon.js, three.js and lygia.

Installation

npm i vite-plugin-glsl --save-dev
# or
yarn add vite-plugin-glsl --dev
# or
pnpm add -D vite-plugin-glsl
# or
bun add vite-plugin-glsl --dev

Usage

// vite.config.js
import { defineConfig } from 'vite';
import glsl from 'vite-plugin-glsl';

export default defineConfig({
  plugins: [glsl()]
});

With TypeScript

Add extension declarations to your types in tsconfig.json:

{
  "compilerOptions": {
    "types": [
      "vite-plugin-glsl/ext"
    ]
  }
}

or as a package dependency directive to your global types:

/// <reference types="vite-plugin-glsl/ext" />

With Slang Shaders

Slang shaders are not supported out of the box; however, starting from version 1.6.0, it's quite easy to use them with this plugin. You'll need some minimal setup you can find here to copy-paste in your vite.config file. The idea is to use multiple importKeywords to include Slang shader chunks and convert the output shader to a web-friendly format (like WGSL) by using the onComplete option and the Slang compiler.

Default Options

glsl({
  include: [                      // Glob pattern, or array of glob patterns to import
    '**/*.glsl', '**/*.wgsl',
    '**/*.vert', '**/*.frag',
    '**/*.vs', '**/*.fs'
  ],
  exclude: undefined,             // Glob pattern, or array of glob patterns to ignore
  defaultExtension: 'glsl',       // Shader suffix to use when no extension is specified
  warnDuplicatedImports: true,    // Warn if the same chunk was imported multiple times
  removeDuplicatedImports: false, // Automatically remove an already imported chunk
  importKeywords: ['#include'],   // Keywords used to import shader chunks
  onComplete: undefined,          // Function to call with output shader
  minify: false,                  // Minify/optimize output shader code
  watch: true,                    // Recompile shader on change
  root: '/'                       // Directory for root imports
})

Example

root
├── src/
│   ├── glsl/
│   │   ├── chunk0.frag
│   │   ├── chunk3.frag
│   │   ├── main.frag
│   │   ├── main.vert
│   │   └── utils/
│   │       ├── chunk1.glsl
│   │       └── chunk2.frag
│   └── main.js
├── vite.config.js
└── package.json
// main.js
import fragment from './glsl/main.frag';
// main.frag
#version 300 es

#ifndef GL_FRAGMENT_PRECISION_HIGH
  precision mediump float;
#else
  precision highp float;
#endif

out vec4 fragColor;

#include chunk0.frag;

void main (void) {
  fragColor = chunkFn();
}
// chunk0.frag

// ".glsl" extension will be added automatically:
#include utils/chunk1;

vec4 chunkFn () {
  return vec4(chunkRGB(), 1.0);
}
// utils/chunk1.glsl

#include chunk2.frag;
#include ../chunk3.frag;

vec3 chunkRGB () {
  return vec3(chunkRed(), chunkGreen(), 0.0);
}
// utils/chunk2.frag

float chunkRed () {
  return 0.0;
}
// chunk3.frag

float chunkGreen () {
  return 0.8;
}

Will result in:

// main.frag
#version 300 es

#ifndef GL_FRAGMENT_PRECISION_HIGH
  precision mediump float;
#else
  precision highp float;
#endif

out vec4 fragColor;

float chunkRed () {
  return 0.0;
}

float chunkGreen () {
  return 0.8;
}

vec3 chunkRGB () {
  return vec3(chunkRed(), chunkGreen(), 0.0);
}

vec4 chunkFn () {
  return vec4(chunkRGB(), 1.0);
}

void main (void) {
  fragColor = chunkFn();
}

Importing from node_modules

Shader chunks can also be imported from third-party packages installed in node_modules. Any import path that is neither relative (./, ../) nor absolute from the project root (/) is treated as a package specifier once no matching file is found relative to the importing shader:

npm install glsl-noise
// main.frag
#version 300 es

precision highp float;

in vec2 vUv;
out vec4 fragColor;

// Resolved from "node_modules/glsl-noise/simplex/2d.glsl":
#include glsl-noise/simplex/2d.glsl

void main (void) {
  fragColor = vec4(vec3(snoise(vUv) * 0.5 + 0.5), 1.0);
}

Scoped packages (#include @scope/package/chunk.glsl) are supported too and defaultExtension is appended when the specifier has no extension. Packages are looked up by walking up all node_modules directories starting from the importing shader's location, falling back to the node_modules directory of the current working one. Files relative to the importing shader always take precedence over packages with the same name.

Package exports maps

If the package defines an exports field in its package.json, the import subpath is mapped through it before falling back to the raw file path inside the package. This allows shader libraries to expose a public layout that differs from their source tree:

// node_modules/@field/shaderlib/package.json
{
  "name": "@field/shaderlib",
  "exports": {
    "./noise": {
      "default": "./src/noise"
    }
  }
}
// Resolved from "node_modules/@field/shaderlib/src/noise/2d.glsl":
#include @field/shaderlib/noise/2d.glsl

The following exports forms are supported (the longest matching key wins):

  • Exact subpaths: "./noise/2d.glsl": "./src/noise/2d.glsl"
  • Subpath patterns: "./noise/*": "./src/noise/*"
  • Directory prefixes: "./noise": "./src/noise" (the rest of the subpath is appended to the target)

Targets can be plain strings, arrays (first resolvable entry wins) or condition objects. Conditions are matched in the order they are declared and only glsl, import and default are considered:

{
  "exports": {
    "./noise/*": {
      "glsl": "./src/noise/*",
      "default": "./dist/noise/*"
    }
  }
}

Packages without an exports field keep resolving against their raw file layout, and so do subpaths that don't match any exports key.

Change Log

  • Starting from the next release (unreleased) this plugin supports importing shader chunks from packages installed in node_modules (e.g. #include glsl-noise/simplex/2d.glsl), honoring the package.json exports map when present (e.g. #include @field/shaderlib/noise/2d.glsl). Check "Importing from node_modules" for more info.

  • Starting from v1.6.0 this plugin supports onComplete callback function to customize output shaders.

  • Starting from v1.5.2 this plugin uses vite.transformWithOxc function when available.

  • Starting from v1.5.1 this plugin is fully compatible with vite^7.0.0.

  • Starting from v1.5.0 this plugin supports a custom importKeyword to include shader chunks.

  • Starting from v1.4.0 compress option was renamed to minify and now it allows a promise callback.

  • Starting from v1.3.2 this plugin allows to automatically remove already imported chunks with the removeDuplicatedImports option set to true.

  • Starting from v1.3.1 this plugin is fully compatible with vite^6.0.0.

  • Starting from v1.3.0 this plugin will not remove comments starting with ///, unless compress option is set to true.

  • Starting from v1.2.0 this plugin is fully compatible with vite^5.0.0.

  • Starting from v1.1.1 this plugin has a complete TypeScript support. Check "Usage" > "With TypeScript" for more info.

  • Starting from v1.0.0 this plugin is fully compatible with vite^4.0.0.

  • Starting from v0.5.4 this plugin supports custom compress callback function to optimize output shader length after all shader chunks have been included.

  • Starting from v0.5.0 this plugin supports shaders hot reloading when watch option is set to true.

  • Starting from v0.4.0 this plugin supports chunk imports from project root and root option to override the default root directory.

  • Starting from v0.3.0 this plugin is pure ESM. Consider updating your project to an ESM module by adding "type": "module" in your package.json or consult this issue for possible workarounds.

  • Starting from v0.2.2 this plugin supports compress option to optimize output shader length. You might consider setting this to true in production environment.

  • Starting from v0.2.0 this plugin uses a config object as a single argument to glsl function and allows to disable import warnings with the warnDuplicatedImports param set to false.

  • Starting from v0.1.5 this plugin warns about duplicated chunks imports and throws an error when a recursive loop occurres.

  • Starting from v0.1.2 this plugin generates sourcemaps using vite esbuild when the sourcemap option is set to true.

  • Starting from v0.1.0 this plugin supports WebGPU shaders with .wgsl extension.

  • Starting from v0.0.9 this plugin supports optional semicolons at the end of #include statements.

  • Starting from v0.0.7 this plugin supports optional single and double quotation marks around file names.

Note:

When used with three.js r0.99 and higher, it's possible to include shader chunks as specified in the documentation, those imports will be ignored by vite-plugin-glsl since they are handled internally by the library itself:

#include <common>

vec3 randVec3 (const in vec2 uv) {
  return vec3(
    rand(uv * 0.1), rand(uv * 2.5), rand(uv)
  );
}

About

🕸️ Import, inline (and minify) GLSL/WGSL/Slang shader files 🔌

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