What is the reason for requiring shaders to reside in an HTML file for a WebGL program?

In a recent forum thread, an individual posed the question about how to eliminate shaders from html. The discussion revolved around finding alternatives to embedding shaders in webGL code: WebGL - is there an alternative to embedding shaders in HTML?

The responses suggested complex workarounds for loading shader files instead of embedding them directly. However, the original poster found it cumbersome to include the shader code within the html file and wanted to know why they couldn't simply reference it externally using the src attribute.

<script type="x-shader/x-fragment" id="shader-fs" src="util/fs"></script>

Despite trying the above method, the poster encountered issues and sought clarification on why it didn't work. This dilemma seemed to be tied to script limitations, leaving them puzzled about the situation.

Answer №1

There is actually no need to utilize <script> tags in order to load a shader program. Many tutorials and examples simply use them to store a string within the webpage's DOM. The script type "x-shader/x-fragment" holds no significance for web browsers, causing them not to execute the script. Nonetheless, they do save the tag's content as a string in the DOM, which can be accessed by other scripts later on. This only functions when the script's content resides in the HTML file. If you load the script using an src attribute, the content does not become a text childnode of the script tag and thus remains inaccessible through the DOM structure.

An alternate approach is storing the shader's source code as a string within a Javascript file:

// myVertextShader.glsl.js
var myVertexShaderSrc =         
        "attribute vec3 pos;"+      
        "void main() {"+        
        "   gl_Position = vec4(pos, 1.0);"+     
        "}"
    ;

To compile the shader in this manner:

var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, myVertexShaderSrc);
gl.compileShader(vertexShader);

gl.attachShader(program, vertexShader);

Answer №2

Upgrade 2018

For the year 2018, my recommendation is to utilize multiline template literals by wrapping the shader with backticks to span multiple lines.

const someShaderSource = `
attribute vec4 position;
uniform mat4 matrix;
void main() {
  gl_Position = matrix * position;
}
`;

If you prefer to store shaders in separate files, JavaScript modules provide an easy solution in 2018. A shader file could look like this:

// someshader.glsl.js
export default `
attribute vec4 position;
uniform mat4 matrix;
void main() {
  gl_Position = matrix * position;
}
`;

To use JavaScript modules, your main JavaScript code must be in a separate file. You can import the shader source for usage:

// main.js

import someShaderSource from './someshader.glsl.js';

// utilize someShadeSource

Include it in your HTML using:

<script src="main.js" type="module"></script>

Alternatively, you can use it directly within a script tag on the page itself like this:

<script type="module">
import someShaderSource from './someshader.glsl.js';

// utilize someShadeSource
</script>

If you need to cater to older browsers, tools like Rollup can be used to bundle all imported statements into one large JavaScript file. This approach is adopted by three.js.

For IE11 compatibility, you can utilize Babel for converting multiline templates. Most other browsers have supported multiline templates for many years now.

Original Response

Why do shaders need to be in the html file for WebGL programs?

They don't have to be

You can place shaders in external JavaScript files. For example:

// --myshader.js--
var myFragmentShader = 
  "void main() {\n" +
  "  gl_FragColor = vec4(1,0,0,1);\n" +
  "}n\";

Or in another common format:

// --myshader.js--
var myFragmentShader = [
  "void main() {",
  "  gl_FragColor = vec4(1,0,0,1);", 
  "}",
].join("\n");

In all browsers that support WebGL, you can make use of template literals

// --myshader.js--
var myFragmentShader = `
  void main() {
    gl_FragColor = vec4(1,0,0,1); 
  }
`;

Otherwise, shaders can be kept in text files and loaded through XMLHTTPRequest

// --myshader.txt
  void main() {
    gl_FragColor = vec4(1,0,0,1); 
  }

Then, in JavaScript, execute the following steps:

function loadTextFile(url, callback) {
  var request = new XMLHttpRequest();
  request.open('GET', url, true);
  request.addEventListener('load', function() {
     callback(request.responseText);
  });
  request.send();
}

loadTextFile("myshader.txt", function(text) {
  // utilize text...
});

The reason why shaders are often placed in HTML files is due to its simplicity, efficiency, and synchronous nature.

Simple: Unlike versions stored in JS files, there's no need to add quotes and extra punctuation. With ES6, this is even more streamlined. Every WebGL-supported browser also supports ES6 template strings.

Efficient: Having shaders within the HTML means only one server request. While some users may concatenate JS files for better performance.

Synchronous: Text and JS files require dealing with callbacks or promises for asynchronous loading whereas HTML offers a more straightforward approach.

If your example doesn't work, it might be related to cross-origin resource access restrictions. The <script> tag was designed before these concerns became prominent, hence limitations were not initially enforced. Technologies like XMLHttpRequest now require permissions for cross-origin access to prevent security risks.

Answer №3

Shader language scripts are essentially just plain text. This text can be acquired or generated from any source that is capable of producing readable text. Many instructional guides tend to overlook the process where the WebGL shader instances are created based on the obtained string. It is entirely possible to reference the scripts externally as you suggested, although additional JavaScript would be required to load the contents, not relying solely on the browser itself. The usage of script tags in tutorials is mainly due to the fact that if a script tag is assigned a type that isn't recognized by the browser, the browser will skip executing the tag's content or fetching the script's source, allowing for flexible utilization of the tag's content and attributes.

Edit: Upon further investigation, I conducted tests on four different browsers (Chrome, Firefox, IE9, Opera) to observe the behavior when including a line

<script type="x-shader/x-fragment" id="shader-fs" src="util/fs"></script>

in your html. As it turns out, the browser does load the file in each of the browsers I tested, thus my prior assumption was incorrect. However, this does not imply that the browser comprehends how to handle the file beyond caching it. I am unclear about what you meant by "Why doesn't src="util/fs" work???". In all the browsers I tried,

alert(document.getElementById('shader-fs').src);

would display the full file path even when provided with a partial one. (Could this be the issue you are encountering? Perhaps you are expecting a partial path while the browser returns a complete one?) Apart from that, I'm uncertain about the nature of your predicament.

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