324 lines
7.0 KiB
Markdown
324 lines
7.0 KiB
Markdown
---
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id: game-shader-patterns
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title: Shader 패턴 — Vertex / Fragment / WGSL
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category: Coding
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status: draft
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source_trust_level: B
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verification_status: conceptual
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created_at: 2026-05-09
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updated_at: 2026-05-09
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tags: [game, shader, glsl, wgsl, vibe-coding]
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tech_stack: { language: "GLSL / WGSL", applicable_to: ["Game", "Frontend"] }
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applied_in: []
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aliases: [shader, GLSL, WGSL, vertex shader, fragment shader, post-processing]
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---
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# Shader Patterns
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> GPU 의 작은 program. **Vertex (위치 변형) + Fragment (색)**. WebGPU = WGSL, OpenGL/WebGL = GLSL. Effect / 사후 처리 강력.
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## 📖 핵심 개념
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- Vertex shader: 각 vertex 변형.
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- Fragment (pixel) shader: 각 pixel 색 결정.
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- Uniform: CPU → GPU 변수.
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- Attribute: vertex 별 data.
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## 💻 코드 패턴
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### 단순 fragment (GLSL)
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```glsl
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// fragment.glsl
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precision mediump float;
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varying vec2 vUv;
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uniform float uTime;
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void main() {
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vec3 color = vec3(
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sin(uTime + vUv.x * 6.28) * 0.5 + 0.5,
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sin(uTime + vUv.y * 6.28 + 2.09) * 0.5 + 0.5,
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sin(uTime + vUv.x * 6.28 + 4.18) * 0.5 + 0.5
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);
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gl_FragColor = vec4(color, 1.0);
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}
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```
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### Three.js + GLSL
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```ts
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const material = new THREE.ShaderMaterial({
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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varying vec2 vUv;
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uniform float uTime;
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void main() {
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gl_FragColor = vec4(vUv, sin(uTime) * 0.5 + 0.5, 1.0);
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}
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`,
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uniforms: { uTime: { value: 0 } },
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});
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// 매 frame
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material.uniforms.uTime.value = clock.getElapsedTime();
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```
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### WGSL (WebGPU)
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```wgsl
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struct VertexInput {
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@location(0) position: vec3f,
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@location(1) uv: vec2f,
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}
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struct VertexOutput {
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@builtin(position) position: vec4f,
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@location(0) uv: vec2f,
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}
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struct Uniforms {
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time: f32,
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}
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@group(0) @binding(0) var<uniform> u: Uniforms;
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@vertex
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fn vs(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.position = vec4f(input.position, 1.0);
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out.uv = input.uv;
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return out;
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}
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@fragment
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fn fs(input: VertexOutput) -> @location(0) vec4f {
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let color = vec3f(
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sin(u.time + input.uv.x * 6.28) * 0.5 + 0.5,
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sin(u.time + input.uv.y * 6.28) * 0.5 + 0.5,
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1.0
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);
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return vec4f(color, 1.0);
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}
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```
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### 자주 쓰는 함수 (GLSL/WGSL)
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```glsl
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// Smoothstep — 부드러운 편향
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float t = smoothstep(0.4, 0.6, dist);
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// Mix — 보간
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vec3 c = mix(red, blue, t);
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// Distance
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float d = length(uv - vec2(0.5, 0.5));
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// Step
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float v = step(0.5, x); // x < 0.5 ? 0 : 1
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// Noise (snoise / perlin)
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// 라이브러리 또는 직접 구현
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```
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### Pattern: 원
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```glsl
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void main() {
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vec2 uv = vUv - 0.5;
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float d = length(uv);
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float circle = smoothstep(0.3, 0.29, d);
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gl_FragColor = vec4(vec3(circle), 1.0);
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}
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```
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### Pattern: gradient
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```glsl
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gl_FragColor = vec4(mix(vec3(1, 0, 0), vec3(0, 0, 1), vUv.y), 1.0);
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```
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### Pattern: noise
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```glsl
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// Simple hash noise
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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float noise(vec2 p) {
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vec2 i = floor(p), f = fract(p);
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(
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mix(hash(i), hash(i + vec2(1, 0)), u.x),
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mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), u.x),
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u.y
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);
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}
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void main() {
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float n = noise(vUv * 10.0 + uTime);
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gl_FragColor = vec4(vec3(n), 1.0);
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}
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```
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### Post-processing (Three.js)
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```ts
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import { EffectComposer, RenderPass, ShaderPass } from 'three/examples/jsm/Addons.js';
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const composer = new EffectComposer(renderer);
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composer.addPass(new RenderPass(scene, camera));
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const myPass = new ShaderPass({
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uniforms: { tDiffuse: { value: null }, uTime: { value: 0 } },
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vertexShader: ...,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform float uTime;
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varying vec2 vUv;
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void main() {
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vec4 color = texture2D(tDiffuse, vUv);
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// pixelate
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vec2 pixelated = floor(vUv * 100.0) / 100.0;
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color = texture2D(tDiffuse, pixelated);
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gl_FragColor = color;
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}
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`,
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});
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composer.addPass(myPass);
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```
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### Vertex displacement (wave)
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```glsl
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// vertex
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uniform float uTime;
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varying vec2 vUv;
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void main() {
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vUv = uv;
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vec3 pos = position;
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pos.y += sin(pos.x * 5.0 + uTime) * 0.1;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
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}
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```
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### Texture
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```glsl
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uniform sampler2D uTexture;
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varying vec2 vUv;
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void main() {
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vec4 color = texture2D(uTexture, vUv);
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// tint
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color.rgb *= vec3(1.0, 0.5, 0.8);
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gl_FragColor = color;
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}
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```
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### React Three Fiber + custom material
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```tsx
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import { extend } from '@react-three/fiber';
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import { shaderMaterial } from '@react-three/drei';
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const MyMaterial = shaderMaterial(
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{ uTime: 0, uColor: new THREE.Color('hotpink') },
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vertexShader,
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fragmentShader
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);
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extend({ MyMaterial });
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function Mesh() {
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const ref = useRef<any>();
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useFrame((_, dt) => { ref.current.uTime += dt; });
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return (
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<mesh>
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<boxGeometry />
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<myMaterial ref={ref} />
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</mesh>
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);
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}
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```
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### Compute shader (WebGPU only)
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```wgsl
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@group(0) @binding(0) var<storage, read> input: array<f32>;
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@group(0) @binding(1) var<storage, read_write> output: array<f32>;
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) id: vec3u) {
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let i = id.x;
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output[i] = input[i] * 2.0;
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}
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```
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→ Particle simulation / image processing.
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### Performance
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```
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- Texture lookup 비싸 — minimize.
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- Branch (if) 가능한 한 적게 — uniform branch 는 OK, dynamic branch 비싼.
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- Precision: highp (vertex) / mediump (fragment) 보통 OK.
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- mipmaps 사용 (texture).
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- Dependent texture lookup 피하기.
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- Discard 비싸 — alpha test 알 됨.
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```
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### 디버그
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```
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Spector.js (browser extension): WebGL/WebGPU frame capture.
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Renderdoc: native graphics debugger.
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GLSL Lint (vscode): syntax 검사.
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Print debug:
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gl_FragColor = vec4(vec3(myValue), 1.0);
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// 색으로 값 시각화.
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```
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### Shadertoy / The Book of Shaders
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- shadertoy.com — 영감.
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- thebookofshaders.com — 학습.
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- 공유된 shader 가 사실상 라이브러리.
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### Common shader effects
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```
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- Glitch / chromatic aberration
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- Bloom
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- DOF (depth of field)
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- Outline
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- Toon / cel shading
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- Water / wave
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- Fire / smoke
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- Motion blur
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- Pixelation
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- Gaussian blur
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- Edge detection
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```
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## 🤔 의사결정 기준
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| 작업 | 도구 |
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| 일반 web shader | Three.js + GLSL |
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| Modern + WebGPU | R3F + WGSL |
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| 2D effect | PixiJS filter |
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| Image processing | WebGPU compute |
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| Native game | Unity/Unreal shader graph |
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| Quick prototype | Shadertoy |
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## ❌ 안티패턴
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- **Branch heavy 모든 fragment**: 느림. lookup texture.
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- **Texture 매 frame upload**: cache.
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- **High precision 모든 곳**: mediump 충분.
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- **uniform 매 draw 변경**: dirty flag.
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- **Discard 큰 사용**: alpha test 또는 sort.
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- **Compile 매 frame**: cache.
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- **Shader 큰 size**: 중복 로직 — function 분리.
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## 🤖 LLM 활용 힌트
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- 공유 shader (Shadertoy) → 자체 변형.
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- WebGPU = WGSL (modern).
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- R3F + drei `shaderMaterial` 가 가장 단순.
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- Spector.js 가 디버그.
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## 🔗 관련 문서
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- [[Frontend_Three_R3F]]
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- [[Frontend_WebGPU_Patterns]]
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- [[Game_Loop_ECS]]
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