Shader Toy - Glow
Graphics cards can run programs written in the C-like language OpenGL Shading Language, or GLSL for short. These programs can be easily parallelized and run across the processors of the graphics card GPU.
Shaders take a bit of set-up to write. The ShaderToy website has standardized some of these and made it easier to experiment with writing shaders. The website is at:
Arcade includes additional code making it easier to run these ShaderToy shaders in an Arcade program. This tutorial helps you get started.
PyCon 2022 Slides
This tutorial is scheduled to be presented at 2022 PyCon US. Here are the slides for that presentation:
Step 1: Open a window
This is simple program that just opens a basic Arcade window. We’ll add a shader in the next step.
1import arcade
2
3# Derive an application window from Arcade's parent Window class
4class MyGame(arcade.Window):
5
6 def __init__(self):
7 # Call the parent constructor
8 super().__init__(width=1920, height=1080)
9
10 def on_draw(self):
11 # Clear the screen
12 self.clear()
13
14if __name__ == "__main__":
15 MyGame()
16 arcade.run()
Step 2: Load a shader
This program will load a GLSL program and display it. We’ll write our shader in the next step.
1import arcade
2from arcade.experimental import Shadertoy
3
4
5# Derive an application window from Arcade's parent Window class
6class MyGame(arcade.Window):
7
8 def __init__(self):
9 # Call the parent constructor
10 super().__init__(width=1920, height=1080)
11
12 # Load a file and create a shader from it
13 shader_file_path = "circle_1.glsl"
14 window_size = self.get_size()
15 self.shadertoy = Shadertoy.create_from_file(window_size, shader_file_path)
16
17 def on_draw(self):
18 # Run the GLSL code
19 self.shadertoy.render()
20
21if __name__ == "__main__":
22 MyGame()
23 arcade.run()
Note
The proper way to read in a file to a string is using a with statement. For clarity/brevity our code isn’t doing that in the presentation. Here’s the proper way to do it:
file_name = "circle_1.glsl"
with open(file_name) as file:
shader_source = file.read()
self.shadertoy = Shadertoy(size=self.get_size(),
main_source=shader_source)
Step 3: Write a shader
Next, let’s create a simple first GLSL program. Our program will:
Normalize the coordinates. Instead of 0 to 1024, we’ll go 0.0 to 1.0. This is standard practice, and allows us to work independently of resolution. Resolution is already stored for us in a standardized variable named
iResolution
.Next, we’ll use a white color as default. Colors are four floating point RGBA values, ranging from 0.0 to 1.0. To start with, we’ll set just RGB and use 1.0 for alpha.
If we are greater that 0.2 for our coordinate (20% of screen size) we’ll use black instead.
Set our output color, standardized with the variable name
fracColor
.
1void mainImage(out vec4 fragColor, in vec2 fragCoord) {
2
3 // Normalized pixel coordinates (from 0 to 1)
4 vec2 uv = fragCoord/iResolution.xy;
5
6 // How far is the current pixel from the origin (0, 0)
7 float distance = length(uv);
8
9 // Are we are 20% of the screen away from the origin?
10 if (distance > 0.2) {
11 // Black
12 fragColor = vec4(0.0, 0.0, 0.0, 1.0);
13 } else {
14 // White
15 fragColor = vec4(1.0, 1.0, 1.0, 1.0);
16 }
17}
The output of the program looks like this:
Other default variables you can use:
uniform vec3 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform float iFrame;
uniform float iChannelTime[4];
uniform vec4 iMouse;
uniform vec4 iDate;
uniform float iSampleRate;
uniform vec3 iChannelResolution[4];
uniform samplerXX iChanneli;
“Uniform” means the data is the same for each pixel the GLSL program runs on.
Step 4: Move origin to center of screen, adjust for aspect
Next up, we’d like to center our circle, and adjust for the aspect ratio. This will give us a (0, 0) in the middle of the screen and a perfect circle.
1void mainImage(out vec4 fragColor, in vec2 fragCoord) {
2
3 // Normalized pixel coordinates (from 0 to 1)
4 vec2 uv = fragCoord/iResolution.xy;
5
6 // Position of fragment relative to center of screen
7 vec2 rpos = uv - 0.5;
8 // Adjust y by aspect ratio
9 rpos.y /= iResolution.x/iResolution.y;
10
11 // How far is the current pixel from the origin (0, 0)
12 float distance = length(rpos);
13
14 // Default our color to white
15 vec3 color = vec3(1.0, 1.0, 1.0);
16
17 // Are we are 20% of the screen away from the origin?
18 if (distance > 0.2) {
19 // Black
20 fragColor = vec4(0.0, 0.0, 0.0, 1.0);
21 } else {
22 // White
23 fragColor = vec4(1.0, 1.0, 1.0, 1.0);
24 }
25}
Step 5: Add a fade effect
We can take colors, like our white (1.0, 1.0, 1.0) and adjust their intensity by multiplying them times a float. Multiplying white times 0.5 will give us gray (0.5, 0.5, 0.5).
We can use this to create a fade effect around our circle. The inverse of the distance \(\frac{1}{d}\) gives us a good curve. However the numbers are too large to adjust our white color. We can solve this by scaling it down. Run this, and adjust the scale value to see how it changes.
1void mainImage(out vec4 fragColor, in vec2 fragCoord) {
2
3 // Normalized pixel coordinates (from 0 to 1)
4 vec2 uv = fragCoord/iResolution.xy;
5
6 // Position of fragment relative to center of screen
7 vec2 rpos = uv - 0.5;
8 // Adjust y by aspect ratio
9 rpos.y /= iResolution.x/iResolution.y;
10
11 // How far is the current pixel from the origin (0, 0)
12 float distance = length(rpos);
13 // Use an inverse 1/distance to set the fade
14 float scale = 0.02;
15 float strength = 1.0 / distance * scale;
16
17 // Fade our white color
18 vec3 color = strength * vec3(1.0, 1.0, 1.0);
19
20 // Output to the screen
21 fragColor = vec4(color, 1.0);
22}
Step 6: Adjust how fast we fade
We can use an exponent to adjust how steep or shallow that curve is. If we use 1.0 it will be the same, 0.5 will cause it to fade out slower, 1.5 will fade faster.
We can also change our color to orange.
1void mainImage(out vec4 fragColor, in vec2 fragCoord) {
2
3 // Normalized pixel coordinates (from 0 to 1)
4 vec2 uv = fragCoord/iResolution.xy;
5
6 // Position of fragment relative to center of screen
7 vec2 rpos = uv - 0.5;
8 // Adjust y by aspect ratio
9 rpos.y /= iResolution.x/iResolution.y;
10
11 // How far is the current pixel from the origin (0, 0)
12 float distance = length(rpos);
13 // Use an inverse 1/distance to set the fade
14 float scale = 0.02;
15 float fade = 1.5;
16 float strength = pow(1.0 / distance * scale, fade);
17
18 // Fade our orange color
19 vec3 color = strength * vec3(1.0, 0.5, 0.0);
20
21 // Output to the screen
22 fragColor = vec4(color, 1.0);
23}
Step 7: Tone mapping
Once we add color, the glow looks a bit off. We can do “tone mapping” with a bit of math if you like the look better.
1void mainImage(out vec4 fragColor, in vec2 fragCoord) {
2
3 // Normalized pixel coordinates (from 0 to 1)
4 vec2 uv = fragCoord/iResolution.xy;
5
6 // Position of fragment relative to center of screen
7 vec2 rpos = uv - 0.5;
8 // Adjust y by aspect ratio
9 rpos.y /= iResolution.x/iResolution.y;
10
11 // How far is the current pixel from the origin (0, 0)
12 float distance = length(rpos);
13 // Use an inverse 1/distance to set the fade
14 float scale = 0.02;
15 float fade = 1.1;
16 float strength = pow(1.0 / distance * scale, fade);
17
18 // Fade our orange color
19 vec3 color = strength * vec3(1.0, 0.5, 0);
20
21 // Tone mapping
22 color = 1.0 - exp( -color );
23
24 // Output to the screen
25 fragColor = vec4(color, 1.0);
26}
Step 8: Positioning the glow
What if we want to position the glow at a certain spot? Send an x, y to center on? What if we want to control the color of the glow too?
We can send data to our shader using uniforms. The data we send will be the same (uniform) for each pixel rendered by the shader. The uniforms can easily be set in our Python program:
1import arcade
2from arcade.experimental import Shadertoy
3
4
5# Derive an application window from Arcade's parent Window class
6class MyGame(arcade.Window):
7
8 def __init__(self, width=1920, height=1080, glow_color=arcade.color.LIGHT_BLUE):
9 # Call the parent constructor
10 super().__init__(width=width, height=height)
11
12 # Load a file and create a shader from it
13 shader_file_path = "circle_6.glsl"
14 window_size = self.get_size()
15 self.shadertoy = Shadertoy.create_from_file(window_size, shader_file_path)
16 # Set uniform light color data to send to the GLSL shader
17 # from the normalized RGB components of the color.
18 self.shadertoy.program['color'] = glow_color.normalized[:3]
19
20 def on_draw(self):
21 # Set uniform position data to send to the GLSL shader
22 self.shadertoy.program['pos'] = self.mouse["x"], self.mouse["y"]
23 # Run the GLSL code
24 self.shadertoy.render()
25
26if __name__ == "__main__":
27 MyGame()
28 arcade.run()
Then we can use those uniforms in our shader:
1uniform vec2 pos;
2uniform vec3 color;
3
4void mainImage(out vec4 fragColor, in vec2 fragCoord) {
5
6 // Normalized pixel coordinates (from 0 to 1)
7 vec2 uv = fragCoord/iResolution.xy;
8 vec2 npos = pos/iResolution.xy;
9
10 // Position of fragment relative to specified position
11 vec2 rpos = npos - uv;
12 // Adjust y by aspect ratio
13 rpos.y /= iResolution.x/iResolution.y;
14
15 // How far is the current pixel from the origin (0, 0)
16 float distance = length(rpos);
17 // Use an inverse 1/distance to set the fade
18 float scale = 0.02;
19 float fade = 1.1;
20 float strength = pow(1.0 / distance * scale, fade);
21
22 // Fade our orange color
23 vec3 color = strength * color;
24
25 // Tone mapping
26 color = 1.0 - exp( -color );
27
28 // Output to the screen
29 fragColor = vec4(color, 1.0);
30}
Note
Built-in Uniforms
Shadertoy assumes some built-in values. These can be set during the
Shadertoy.render()
call. In this example I’m not using those
variables because I want to show how to send any value, not just built-in
ones. The built-in values:
Python Variable
GLSL Variable
time
iTime
time_delta
iTimeDelta
mouse_position
iMouse
size
This is set by Shadertoy.resize()
frame
iFrame
An example of how they are set:
my_shader.render(time=self.time, mouse_position=mouse_position)When resizing a window, make sure to always resize the shader as well.
Other examples
Here’s another Python program that loads a GLSL file and displays it:
1import arcade
2from arcade.experimental import Shadertoy
3
4
5class MyGame(arcade.Window):
6
7 def __init__(self):
8 # Call the parent constructor
9 super().__init__(width=1920, height=1080, title="Shader Demo", resizable=True)
10
11 # File name of GLSL code
12 # file_name = "fractal_pyramid.glsl"
13 # file_name = "cyber_fuji_2020.glsl"
14 file_name = "earth_planet_sky.glsl"
15 # file_name = "flame.glsl"
16 # file_name = "star_nest.glsl"
17
18 # Create a shader from it
19 self.shadertoy = Shadertoy(size=self.get_size(),
20 main_source=open(file_name).read())
21
22 def on_draw(self):
23 self.clear()
24 mouse_pos = self.mouse["x"], self.mouse["y"]
25 self.shadertoy.render(time=self.time, mouse_position=mouse_pos)
26
27
28if __name__ == "__main__":
29 MyGame()
30 arcade.run()
You can use this demo with any of the sample code below. Click on the caption below the example shaders here to see the source code for the shader.
Some other sample shaders:
Additional learning
On this site:
Learn a method of creating particles in Shader Toy - Particles.
Learn how to ray-cast shadows in the Ray-casting Shadows.
Make your screen look like an 80s monitor in CRT Filter.
Read more about using OpenGL in Arcade with OpenGL.
Learn to do a compute shader in Compute Shader.
On other sites:
Here is a decent learn-by-example tutorial for making shaders: https://www.shadertoy.com/view/Md23DV
Here’s a video tutorial that steps through how to do an explosion: https://www.youtube.com/watch?v=xDxAnguEOn8