Writing and using fragment shaders
Custom shaders can be used to provide rich graphical effects beyond those provided by the Flutter SDK. A shader is a program authored in a small, Dart-like language, known as GLSL, and executed on the user's GPU.
Custom shaders are added to a Flutter project
by listing them in the pubspec.yaml
file,
and obtained using the FragmentProgram
API.
Adding shaders to an application
#Shaders, in the form of GLSL files with the .frag
extension,
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,
and generates its necessary runtime metadata.
The compiled shader is then included in the application just like an asset.
flutter:
shaders:
- shaders/myshader.frag
When running in debug mode, changes to a shader program trigger recompilation and update the shader during hot reload or hot restart.
Shaders from packages are added to a project
with packages/$pkgname
prefixed to the shader program's name
(where $pkgname
is the name of the package).
Loading shaders at runtime
#To load a shader into a FragmentProgram
object at runtime,
use the FragmentProgram.fromAsset
constructor.
The asset's name is the same as the path to the shader
given in the pubspec.yaml
file.
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 (configuration parameters).
The available uniforms depends on how the shader was defined.
void updateShader(Canvas canvas, Rect rect, FragmentProgram program) {
var shader = program.fragmentShader();
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
#Fragment shaders are authored as GLSL source files.
By convention, these files have the .frag
extension.
(Flutter doesn't support vertex shaders,
which would have the .vert
extension.)
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
.
Shaders are subject to the following limitations when used with Flutter:
- 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 can be declared
- All precision hints are ignored when targeting Skia
- Unsigned integers and booleans aren't supported
Uniforms
#A fragment program can be configured by defining
uniform
values in the GLSL shader source
and then setting these values in Dart for
each fragment shader instance.
Floating point uniforms with the GLSL types
float
, vec2
, vec3
, and vec4
are set using the FragmentShader.setFloat
method.
GLSL sampler values, which use the sampler2D
type,
are set using the FragmentShader.setImageSampler
method.
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);
}
Observe that the indices used with FragmentShader.setFloat
do not count the sampler2D
uniform.
This uniform is set separately with FragmentShader.setImageSampler
,
with the index starting over at 0.
Any float uniforms that are left uninitialized will default to 0.0
.
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
simple_shader
, a simple Flutter fragment shaders sample projectflutter_shaders
, a package that simplifies using fragment shaders in Flutter
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