// A boundary shader: a view with repaintBoundary="snapshot" runs its
// rasterized subtree through a linked program and composites the result in
// its place. The program contract matches shader targets, not the window
// pass: uSource is the subtree's rasterization (top-left origin, so vUV
// needs no flip), iResolution is the boundary in physical pixels. The pass
// is split from content invalidation: animating params here re-runs only
// the pass - the panel's content is rasterized once and stays cached.
//
// outset adds a transparent margin the effect may write into: without it the
// wave clips at the layout box, with it the crests escape the box edge.
//
// Click the panel to toggle the warp between 0 and 1: at 0 the program is an
// identity pass, which must be indistinguishable from the plain snapshot.
import { render, onFrame, createSignal } from "@solidrt/core"
import { compileShader, destroyShader, glsl, linkProgram } from "@solidrt/core/gpu"
// { header: true } supplies #version and precision; the varyings are the
// program's own. Unlike the window pass there is no flip here: a target
// pass's vUV origin already matches the sampled texture's top-left.
let VERTEX = glsl`
out vec2 vUV;
void main() {
vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
vUV = p;
gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
}
`
let WARP = glsl`
uniform sampler2D uSource;
uniform float uAmount;
uniform float uTime;
in vec2 vUV;
void main() {
vec2 uv = vUV;
uv.x += sin(uv.y * 24.0 + uTime * 3.0) * 0.03 * uAmount;
uv.y += sin(uv.x * 18.0 - uTime * 2.0) * 0.03 * uAmount;
fragColor = texture(uSource, uv);
}
`
function App() {
let vs = compileShader("vertex", VERTEX, { header: true })
let fs = compileShader("fragment", WARP, { header: true })
let warp = linkProgram(vs, fs, { label: "panel-warp" })
destroyShader(vs)
destroyShader(fs)
let [time, setTime] = createSignal(0)
let [amount, setAmount] = createSignal(1)
onFrame(tick => setTime(tick / 1000))
return (
setAmount(a => (a > 0 ? 0 : 1))}
flexDirection="column"
gap={12}
alignItems="center"
justifyContent="center"
width={360}
height={240}
>
{/* Fills the boundary, so the box edge is a content edge: the warp
visibly ripples it out into the outset margin. */}
Boundary shader
Click to toggle warp (identity at 0)
)
}
render(() => )