OpenGL fragment shaders (LWJGL, raylib)
If you write a game or engine in Java with LWJGL, C with raylib, or any other OpenGL binding, you will load GLSL source like this. The export gives you a complete #version 330 core fragment shader and tells you which uniforms to send each frame.
Things to know about GLSL
- The export declares
uniform float time;anduniform vec2 resolution;; set them every frame. - Draw one full-screen triangle or quad and the fragment shader does the rest.
- LWJGL:
glUniform1f(glGetUniformLocation(program, "time"), (float) glfwGetTime()). - raylib: use
SetShaderValuewithGetShaderLocation(shader, "time").
Cheat sheet
| Idea | Write |
|---|---|
| Vectors | vec2 vec3 vec4 |
| Declare a value | float d = length(p); |
| A function | float circle(vec2 p, float r) { ... } |
| Matrices | mat2 mat3, multiply with M * v (this site writes v * M for lesson rotations) |
| Blend | mix(a, b, t) |
| Fractional part | fract(x) |
| Clamp to 0..1 | clamp(x, 0.0, 1.0) |
| Remainder | mod(a, b) (always positive for positive b) |
| Choose | c ? a : b |
| Angle of a vector | atan(y, x) |
| Time in seconds | time |
| Pixel position | uv (0..1, bottom-left) |
| Width / height | aspect |
| Entry point | vec4 frag(vec2 uv) { return …; } |
Handy built-ins: sin cos abs sign floor ceil fract step smoothstep clamp min max pow exp sqrt length distance dot cross normalize reflect
Gotchas
- Every pixel runs on its own, with no memory of other pixels.
- Declare a function above the place you use it.
- Prefer 2.0 over 2 in maths. This site fixes most cases for you; real engines may not.
- Loops need a small fixed count: for (int i = 0; i < 5; i++).
Example: a glowing ring
The same shader as it is written for OpenGL (LWJGL, raylib):
vec4 frag(vec2 uv)
{
vec2 p = (uv - 0.5) * vec2(aspect, 1.0);
float d = length(p);
float m = 1.0 - smoothstep(0.0, 0.02, abs(d - 0.3));
vec3 bg = vec3(0.08, 0.08, 0.12);
vec3 fg = vec3(0.4, 0.9, 1.0);
return vec4(mix(bg, fg, m), 1.0);
} Exporting to OpenGL
Use it with any full-screen quad or triangle. Each frame, set the uniforms. LWJGL: glUniform1f(glGetUniformLocation(program, "time"), (float) glfwGetTime()); and glUniform2f(glGetUniformLocation(program, "resolution"), width, height). raylib: SetShaderValue with GetShaderLocation(shader, "time").
#version 330 core
// ShaderBattle: Glowing ring
uniform float time; // seconds
uniform vec2 resolution; // window size in pixels
#define aspect (resolution.x / resolution.y)
out vec4 fragColor;
vec4 frag(vec2 uv)
{
vec2 p = (uv - 0.5) * vec2(aspect, 1.0);
float d = length(p);
float m = 1.0 - smoothstep(0.0, 0.02, abs(d - 0.3));
vec3 bg = vec3(0.08, 0.08, 0.12);
vec3 fg = vec3(0.4, 0.9, 1.0);
return vec4(mix(bg, fg, m), 1.0);
}
void main()
{
fragColor = frag(gl_FragCoord.xy / resolution);
} Questions
Which OpenGL version does the export need?
OpenGL 3.3 core. It also runs on newer versions.
Other languages
Unity (Built-in) · Unity (URP) · Unreal · Shadertoy / WebGL · three.js · GameMaker · LÖVE (Lua) · Godot · Apple (iOS, macOS) · WebGPU / Bevy