Custom Shader¶
ShaderMaterial API preview with animated uniforms.
📄 Docs onlyTags: 3d
Demonstrates:
ShaderMaterial with inline GLSL vertex and fragment source
Per-frame uniform animation (time, amplitude, colour)
Multiple objects with different shader parameters
Standard Material objects alongside custom shaders
Controls: A / D - Orbit camera W / S - Zoom in / out 1 / 2 - Adjust wave amplitude Escape - Quit
Usage: uv run python examples/features/3d/custom_shader.py
Source¶
1"""Custom Shader: ShaderMaterial API preview with animated uniforms.
2
3# /// simvx
4# web = { disabled = true, reason = "ShaderMaterial not yet applied on web: shapes render with default materials." }
5# ///
6
7Demonstrates:
8 - ShaderMaterial with inline GLSL vertex and fragment source
9 - Per-frame uniform animation (time, amplitude, colour)
10 - Multiple objects with different shader parameters
11 - Standard Material objects alongside custom shaders
12
13Controls:
14 A / D - Orbit camera
15 W / S - Zoom in / out
16 1 / 2 - Adjust wave amplitude
17 Escape - Quit
18
19Usage:
20 uv run python examples/features/3d/custom_shader.py
21"""
22
23
24import math
25
26from simvx.core import (
27 Camera3D,
28 DirectionalLight3D,
29 Input,
30 InputMap,
31 Key,
32 Material,
33 Mesh,
34 MeshInstance3D,
35 Node,
36 Text2D,
37)
38from simvx.graphics import App, ShaderMaterial
39
40# -- Inline GLSL shaders --
41# Wave vertex shader: sine displacement along Y based on time + position
42WAVE_VERT = """\
43#version 450
44layout(location = 0) in vec3 inPosition;
45layout(location = 1) in vec3 inNormal;
46layout(location = 2) in vec2 inUV;
47
48layout(push_constant) uniform PC {
49 mat4 view;
50 mat4 proj;
51};
52
53layout(std430, set = 0, binding = 0) readonly buffer Transforms {
54 mat4 models[];
55};
56
57layout(location = 0) out vec3 fragWorldPos;
58layout(location = 1) out vec3 fragNormal;
59layout(location = 2) out vec2 fragUV;
60
61layout(set = 1, binding = 0) uniform Params {
62 float time;
63 float amplitude;
64};
65
66void main() {
67 mat4 model = models[gl_InstanceIndex];
68 vec3 pos = inPosition;
69 // Sine-wave vertex displacement
70 pos.y += sin(pos.x * 3.0 + time * 2.0) * amplitude * 0.3;
71 pos.y += cos(pos.z * 2.5 + time * 1.5) * amplitude * 0.2;
72
73 vec4 worldPos = model * vec4(pos, 1.0);
74 fragWorldPos = worldPos.xyz;
75 fragNormal = mat3(model) * inNormal;
76 fragUV = inUV;
77 gl_Position = proj * view * worldPos;
78}
79"""
80
81# Animated gradient fragment shader: colour shifts with time
82WAVE_FRAG = """\
83#version 450
84layout(location = 0) in vec3 fragWorldPos;
85layout(location = 1) in vec3 fragNormal;
86layout(location = 2) in vec2 fragUV;
87
88layout(location = 0) out vec4 outColour;
89
90layout(set = 1, binding = 0) uniform Params {
91 float time;
92 float amplitude;
93};
94
95void main() {
96 // Animated gradient based on world position and time
97 float r = sin(fragWorldPos.x * 0.5 + time) * 0.5 + 0.5;
98 float g = sin(fragWorldPos.z * 0.5 + time * 0.7 + 2.094) * 0.5 + 0.5;
99 float b = sin(time * 0.5 + 4.189) * 0.5 + 0.5;
100 // Simple diffuse lighting
101 vec3 N = normalize(fragNormal);
102 vec3 L = normalize(vec3(1.0, 2.0, 1.0));
103 float diff = max(dot(N, L), 0.15);
104 outColour = vec4(vec3(r, g, b) * diff, 1.0);
105}
106"""
107
108# Colour-pulse fragment shader: single pulsing colour
109PULSE_FRAG = """\
110#version 450
111layout(location = 0) in vec3 fragWorldPos;
112layout(location = 1) in vec3 fragNormal;
113layout(location = 2) in vec2 fragUV;
114
115layout(location = 0) out vec4 outColour;
116
117layout(set = 1, binding = 0) uniform Params {
118 float time;
119 float amplitude;
120};
121
122void main() {
123 // Pulsing warm colour
124 float pulse = sin(time * 3.0) * 0.5 + 0.5;
125 vec3 colour = mix(vec3(0.9, 0.2, 0.1), vec3(1.0, 0.8, 0.2), pulse);
126 // Simple diffuse
127 vec3 N = normalize(fragNormal);
128 vec3 L = normalize(vec3(-1.0, 2.0, 0.5));
129 float diff = max(dot(N, L), 0.15);
130 outColour = vec4(colour * diff * (0.8 + amplitude * 0.1), 1.0);
131}
132"""
133
134
135class CustomShaderDemo(Node):
136 def on_ready(self):
137 InputMap.add_action("orbit_left", [Key.A])
138 InputMap.add_action("orbit_right", [Key.D])
139 InputMap.add_action("zoom_in", [Key.W])
140 InputMap.add_action("zoom_out", [Key.S])
141 InputMap.add_action("amp_up", [Key.KEY_1])
142 InputMap.add_action("amp_down", [Key.KEY_2])
143 InputMap.add_action("quit", [Key.ESCAPE])
144
145 # Camera orbit state
146 self._yaw = 30.0
147 self._distance = 14.0
148 self._pitch = 25.0
149
150 self._cam = Camera3D(name="Camera", fov=60, near=0.1, far=100.0)
151 self.add_child(self._cam)
152
153 # Directional light
154 sun = DirectionalLight3D(name="Sun", intensity=1.0)
155 sun.look_at((-1.0, -2.0, -1.0))
156 self.add_child(sun)
157
158 # -- Wave shader material (gradient + vertex displacement) --
159 self._wave_shader = ShaderMaterial(vertex_source=WAVE_VERT, fragment_source=WAVE_FRAG)
160 self._wave_shader.set_uniform("time", 0.0)
161 self._wave_shader.set_uniform("amplitude", 1.0)
162
163 # -- Pulse shader material (colour pulse, shared vertex shader) --
164 self._pulse_shader = ShaderMaterial(vertex_source=WAVE_VERT, fragment_source=PULSE_FRAG)
165 self._pulse_shader.set_uniform("time", 0.0)
166 self._pulse_shader.set_uniform("amplitude", 1.0)
167
168 # Sphere with wave shader (left)
169 wave_sphere = MeshInstance3D(
170 name="WaveSphere",
171 mesh=Mesh.sphere(radius=1.5, rings=32, segments=32),
172 material=Material(colour=(1.0, 1.0, 1.0)),
173 position=(-3.5, 1.5, 0.0),
174 )
175 wave_sphere.shader_material = self._wave_shader
176 self.add_child(wave_sphere)
177
178 # Cube with pulse shader (right)
179 pulse_cube = MeshInstance3D(
180 name="PulseCube",
181 mesh=Mesh.cube(size=2.0),
182 material=Material(colour=(1.0, 1.0, 1.0)),
183 position=(3.5, 1.5, 0.0),
184 )
185 pulse_cube.shader_material = self._pulse_shader
186 self.add_child(pulse_cube)
187
188 # Ground plane (standard material, no custom shader)
189 ground = MeshInstance3D(
190 name="Ground",
191 mesh=Mesh.cube(),
192 material=Material(colour=(0.35, 0.4, 0.35), roughness=0.9),
193 position=(0.0, -0.05, 0.0),
194 scale=(20.0, 0.1, 20.0),
195 )
196 self.add_child(ground)
197
198 # Reference cubes (standard materials) for comparison
199 for i, colour in enumerate([(0.8, 0.2, 0.3), (0.2, 0.3, 0.8), (0.2, 0.8, 0.3)]):
200 ref = MeshInstance3D(
201 name=f"Ref{i}",
202 mesh=Mesh.cube(),
203 material=Material(colour=colour, roughness=0.4, metallic=0.2),
204 position=(-3.0 + i * 3.0, 0.5, -4.0),
205 )
206 self.add_child(ref)
207
208 # HUD
209 self._hud = Text2D(name="HUD", text="", font_scale=1.2, x=10.0, y=10.0)
210 self.add_child(self._hud)
211
212 self._time = 0.0
213 self._amplitude = 1.0
214 self._update_camera()
215
216 def on_process(self, dt):
217 self._time += dt
218
219 # Camera orbit
220 if Input.is_action_pressed("orbit_left"):
221 self._yaw += 60.0 * dt
222 if Input.is_action_pressed("orbit_right"):
223 self._yaw -= 60.0 * dt
224 if Input.is_action_pressed("zoom_in"):
225 self._distance = max(5.0, self._distance - 8.0 * dt)
226 if Input.is_action_pressed("zoom_out"):
227 self._distance = min(30.0, self._distance + 8.0 * dt)
228
229 # Amplitude adjustment
230 if Input.is_action_pressed("amp_up"):
231 self._amplitude = min(3.0, self._amplitude + 1.5 * dt)
232 if Input.is_action_pressed("amp_down"):
233 self._amplitude = max(0.1, self._amplitude - 1.5 * dt)
234
235 if Input.is_action_just_pressed("quit"):
236 self.app.quit()
237 return
238
239 # Update shader uniforms each frame
240 self._wave_shader.set_uniform("time", self._time)
241 self._wave_shader.set_uniform("amplitude", self._amplitude)
242 self._pulse_shader.set_uniform("time", self._time)
243 self._pulse_shader.set_uniform("amplitude", self._amplitude)
244
245 # Slowly rotate the shader objects
246 for child in self.children:
247 if child.name in ("WaveSphere", "PulseCube"):
248 child.rotate_y(math.radians(30.0) * dt)
249
250 self._update_camera()
251 self._update_hud()
252
253 def _update_camera(self):
254 yaw_rad = math.radians(self._yaw)
255 pitch_rad = math.radians(self._pitch)
256 cp = math.cos(pitch_rad)
257 x = self._distance * cp * math.sin(yaw_rad)
258 y = self._distance * math.sin(pitch_rad)
259 z = self._distance * cp * math.cos(yaw_rad)
260 self._cam.position = (x, y, z)
261 self._cam.look_at((0.0, 1.0, 0.0))
262
263 def _update_hud(self):
264 wave_info = f"Uniforms: time={self._time:.1f} amplitude={self._amplitude:.2f}"
265 compiled = "yes" if self._wave_shader.is_compiled else "no"
266 lines = [
267 "Custom Shader Demo",
268 f" Wave shader compiled: {compiled}",
269 f" Pulse shader uniforms: {len(self._pulse_shader.uniforms)}",
270 f" {wave_info}",
271 "[1/2] Amplitude [A/D] Orbit [W/S] Zoom [Esc] Quit",
272 ]
273 self._hud.text = "\n".join(lines)
274
275
276if __name__ == "__main__":
277 app = App(title="Custom Shader Demo", width=1280, height=720)
278 app.run(CustomShaderDemo())