--- name: makepad-2.0-shaders description: | CRITICAL: Use for Makepad 2.0 shader system. Triggers on: makepad shader, Sdf2d, pixel shader, draw_bg, draw_text, draw_quad, makepad gpu, shader function, pixel fn, vertex fn, instance, uniform, shader variable, sdf, premultiply, Pal.premul, GaussShadow, makepad graphics, custom draw, DrawQuad, DrawVector, 着色器, 像素, 渲染, 自定义绘制, 距离场 --- # Makepad 2.0 Shader Skill > **Version:** makepad-widgets (dev branch) | **Last Updated:** 2026-03-03 ## Overview Makepad uses a custom GPU shader system integrated into the widget property tree. Shaders are defined inline using `pixel: fn() { ... }` and `vertex: fn() { ... }` blocks within `draw_bg`, `draw_text`, or custom draw objects. ## Documentation Refer to the local files for detailed documentation: - `./references/shader-reference.md` - Shader syntax, variables, built-ins, custom functions - `./references/sdf2d-reference.md` - SDF2D primitives, combinators, drawing operations --- ## Shader Basics ### Pixel Shader Structure ``` draw_bg +: { // Declare variables instance hover: 0.0 // Animatable per-instance uniform accent: #4488ff // Shared across all instances pixel: fn() { let sdf = Sdf2d.viewport(self.pos * self.rect_size) // ... SDF operations ... return sdf.result } } ``` ### Variable Types | Type | Declaration | Animatable | Scope | |------|-------------|-----------|-------| | `instance` | `instance hover: 0.0` | Yes (via Animator) | Per-widget instance | | `uniform` | `uniform color: #fff` | No | Shared across instances | | `texture_2d` | `texture_2d tex: none` | No | Texture sampler | | `varying` | `varying uv: vec2` | No | Vertex → fragment | ### Built-in Variables | Variable | Type | Description | |----------|------|-------------| | `self.pos` | `vec2` | Normalized position (0.0 to 1.0) | | `self.rect_size` | `vec2` | Widget size in pixels | | `self.dpi_factor` | `float` | Screen DPI factor | | `self.draw_pass.time` | `float` | Time in seconds | --- ## CRITICAL: Premultiply Alpha **Every pixel shader MUST return premultiplied alpha color!** ``` // WRONG - non-premultiplied pixel: fn() { return vec4(1.0, 0.0, 0.0, 0.5) } // CORRECT - use Pal.premul() pixel: fn() { return Pal.premul(vec4(1.0, 0.0, 0.0, 0.5)) } // ALSO CORRECT - sdf.result is already premultiplied pixel: fn() { let sdf = Sdf2d.viewport(self.pos * self.rect_size) sdf.circle(cx, cy, r) sdf.fill(#f00) return sdf.result } ``` --- ## SDF2D Quick Reference ### Setup ``` let sdf = Sdf2d.viewport(self.pos * self.rect_size) ``` ### Primitives ``` sdf.circle(cx, cy, radius) sdf.rect(x, y, w, h) sdf.box(x, y, w, h, border_radius) sdf.hexagon(cx, cy, radius) sdf.arc(cx, cy, radius, start_angle, end_angle, thickness) sdf.move_to(x, y) sdf.line_to(x, y) sdf.close_path() ``` ### Drawing ``` sdf.fill(color) // Filled shape sdf.stroke(color, width) // Outlined shape sdf.glow(color, amount) // Glow effect sdf.clear(color) // Clear with color ``` ### Combinators ``` sdf.union() // Add shapes together sdf.intersect() // Keep overlap only sdf.subtract() // Remove second from first sdf.gloop(radius) // Smooth union sdf.blend(amount) // Linear blend ``` ### Transforms ``` sdf.translate(x, y) sdf.rotate(angle, cx, cy) sdf.scale(factor, cx, cy) ``` --- ## Color Operations ``` // Mix two colors mix(#f00, #00f, 0.5) // 50% blend // Premultiply alpha Pal.premul(vec4(r, g, b, a)) // HSV conversions Pal.hsv2rgb(vec4(h, s, v, 1.0)) Pal.rgb2hsv(color) // Random Math.random_2d(vec2(x, y)) ``` --- ## Common Shader Patterns ### Gradient Background ``` draw_bg +: { pixel: fn() { let grad = mix(#1a1a2e, #16213e, self.pos.y) return Pal.premul(vec4(grad.xyz, 1.0)) } } ``` ### Hover Color Change ``` draw_bg +: { instance hover: 0.0 color: #333 pixel: fn() { return Pal.premul(mix(self.color, self.color * 1.3, self.hover)) } } ``` ### Box Shadow ``` draw_bg +: { pixel: fn() { let sdf = Sdf2d.viewport(self.pos * self.rect_size) // Shadow sdf.box(2.0, 2.0, self.rect_size.x - 4.0, self.rect_size.y - 4.0, 8.0) sdf.fill(GaussShadow.box_shadow(sdf, 4.0, #0005)) // Card sdf.box(0.0, 0.0, self.rect_size.x - 2.0, self.rect_size.y - 2.0, 8.0) sdf.fill(#2a2a3d) return sdf.result } } ``` ### Rounded Button with States ``` draw_bg +: { instance hover: 0.0 instance down: 0.0 uniform color_bg: #4488ff uniform color_hover: #5599ff uniform color_down: #3377ee pixel: fn() { let sdf = Sdf2d.viewport(self.pos * self.rect_size) sdf.box(0.0, 0.0, self.rect_size.x, self.rect_size.y, 6.0) let color = mix(self.color_bg, self.color_hover, self.hover) let color = mix(color, self.color_down, self.down) sdf.fill(color) return sdf.result } } ``` --- ## Custom Shader Functions ``` draw_bg +: { fn wave(pos: vec2, time: float) -> float { return sin(pos.x * 10.0 + time * 3.0) * 0.1 } pixel: fn() { let w = self.wave(self.pos, self.draw_pass.time) let color = mix(#1a1a2e, #4488ff, self.pos.y + w) return Pal.premul(vec4(color.xyz, 1.0)) } } ``` --- ## Splash Shader Capability Boundary **Splash CAN:** - Override `pixel: fn()`, `vertex: fn()`, `get_color: fn()` on existing draw types via `+:` - Define helper shader functions within `+:` blocks - Set instance/uniform variables on existing draw types - Use all SDF2D, color, math built-ins in shader functions **Splash CANNOT:** - Create new DrawQuad/DrawText/DrawSvg types (must define in Rust) - Add new instance fields to existing shaders (GPU layout is compile-time) **Rule:** Rust defines the draw type struct + registers it; Splash overrides how it draws. See `./references/shader-reference.md` "Splash Shader Capabilities & Boundaries" for the full pattern. --- ## Custom Fullscreen Shader Pattern (learned 2026-03-26) For standalone shader-driven widgets (e.g. particle fields, visualizers), follow the `examples/shader` pattern: ### 1. Custom Draw Type (Rust) ```rust #[derive(Script, ScriptHook)] #[repr(C)] // CRITICAL: must be repr(C) for GPU layout pub struct DrawMyShader { #[deref] draw_super: DrawQuad, // inherits from DrawQuad #[live] my_param: f32, // maps to shader variable } ``` ### 2. Register + Define Shader (script_mod!) ``` set_type_default() do #(DrawMyShader::script_shader(vm)){ ..mod.draw.DrawQuad // inherit DrawQuad defaults my_param: 0.5 // default value // Custom functions: property-style syntax, NOT fn name(self, ...) my_helper: fn(a: float, b: float) -> vec2 { return vec2(a * 2.0, b * 0.5) } pixel: fn() { let result = self.my_helper(self.pos.x, self.pos.y) return Pal.premul(vec4(result.x, result.y, 0.0, 1.0)) } } ``` ### 3. Widget with Turtle Layout ```rust fn draw_walk(&mut self, cx: &mut Cx2d, _: &mut Scope, walk: Walk) -> DrawStep { cx.begin_turtle(walk, self.layout); let rect = cx.turtle().rect(); self.draw_bg.draw_abs(cx, rect); // single fullscreen quad cx.end_turtle_with_area(&mut self.area); DrawStep::done() } ``` ### 4. Updating Shader Variables from Rust ```rust // Direct field access (when draw type has #[live] fields): self.draw_bg.my_param = 0.75; self.area.redraw(cx); // Via NextFrame for animation: if let Event::NextFrame(ne) = event { if ne.set.contains(&self.next_frame) { self.draw_bg.my_param += 0.01; self.area.redraw(cx); self.next_frame = cx.new_next_frame(); } } ``` --- ## Instanced Particle Rendering (learned 2026-03-26) For drawing thousands of independent particles (dots, stars, etc.): ### Draw Shader ```rust #[derive(Script, ScriptHook)] #[repr(C)] pub struct DrawDot { #[deref] draw_super: DrawQuad, #[live] dot_color: Vec3, // per-instance color } ``` ``` // Shader: each instance is a small circle pixel: fn() { let d = length(self.pos - vec2(0.5, 0.5)) let alpha = 1.0 - smoothstep(0.35, 0.5, d) return Pal.premul(vec4(self.dot_color * alpha, alpha)) } ``` ### Rendering Loop ```rust self.draw_dot.begin_many_instances(cx); // start batch for i in 0..particles.len() { let (x, y) = particles[i]; self.draw_dot.dot_color = vec3(r, g, b); // set per-instance data self.draw_dot.draw_abs(cx, Rect { pos: dvec2(x - radius, y - radius), size: dvec2(radius * 2.0, radius * 2.0), }); } self.draw_dot.end_many_instances(cx); // submit batch as one draw call ``` ### Physics Pattern (spring-back displacement) ```rust // Per particle: store persistent displacement displacements: Vec<(f64, f64)>, // Each frame: for i in 0..dots.len() { let (mut dx, mut dy) = displacements[i]; // 1. Decay (spring back, 0.94 = ~2-3 sec return) dx *= 0.94; dy *= 0.94; // 2. Apply forces (cursor push, ripples, etc.) let dist = distance(dot_pos, mouse_pos); let t = (1.0 - dist / radius).max(0.0); let push = t * t * t * strength; // cubic falloff dx += direction.x * push; dy += direction.y * push; displacements[i] = (dx, dy); // Draw at original_pos + displacement } ``` ### Performance Notes - 10,000 particles at 60fps: OK on macOS Metal (one draw call via instancing) - CPU physics loop: 10K × 17 distance checks = ~170K ops/frame, negligible - Key: `begin_many_instances` / `end_many_instances` batches into single GPU draw call --- ## Shader Syntax Pitfalls (learned 2026-03-26) | Pitfall | Error | Fix | |---------|-------|-----| | `let x = 1.0; x = 2.0` | `cannot assign to let binding` | Use different names: `let x2 = ...` | | `fn push(self, ...) -> vec2` | `method not found on self` | Use property syntax: `push: fn(...) -> vec2 { }` | | `return vec4(r, g, b, a)` without premul | Incorrect alpha blending | `return Pal.premul(vec4(r, g, b, a))` | | Custom shader in Splash eval | Silent blank render | Must use compiled `script_mod!` path | | Missing `#[repr(C)]` on draw struct | GPU layout mismatch | Always add `#[repr(C)]` | | `fn calc(self, x: float)` syntax | `cannot push to frozen vec` | Use `calc: fn(x: float) -> float { }` | --- ## Best Practices 1. **Always premultiply** - Use `Pal.premul()` or return `sdf.result` 2. **Use `instance` for animation** - Only instance variables work with Animator 3. **Use `uniform` for shared values** - Colors, sizes shared across instances 4. **Use `+:` merge operator** - Extend default shaders: `draw_bg +: { ... }` 5. **Keep shaders simple** - Complex shaders impact rendering performance 6. **Use SDF for shapes** - Much cleaner than manual math 7. **Test with `new_batch: true`** - Required when mixing shaders with text 8. **Property-style functions** - `name: fn(args) -> type { }`, call via `self.name(args)` 9. **Immutable let** - Shader `let` cannot be reassigned; use unique names per step 10. **`#[repr(C)]` on draw structs** - Required for GPU memory layout alignment --- ## SDF Capsule (Pill) Shape Pattern (learned 2026-03-31) `sdf.box()` with large `border_radius` breaks when radius approaches half the dimension — the formula `size.xy - vec2(2*r, 2*r)` goes negative, producing diamond/spiky shapes. Use this standard capsule SDF instead: ``` draw_bg +: { pixel: fn() { let w = self.rect_size.x let h = self.rect_size.y let r = h * 0.5 let px = self.pos.x * w let py = self.pos.y * h // Standard capsule: clamp x to center segment, then circle distance let cx = clamp(px, r, max(r, w - r)) let cy = h * 0.5 let d = length(vec2(px - cx, py - cy)) - r let alpha = 1.0 - smoothstep(-1.0, 1.0, d) return Pal.premul(vec4(0.1, 0.1, 0.18, alpha * 0.82)) } } ``` **Key points:** - `clamp(px, r, w-r)` constrains x to the center line segment between the two end circles - `max(r, w-r)` prevents clamp range inversion when widget is very narrow - Smoothstep `(-1.0, 1.0, d)` provides 2px anti-aliasing - Works correctly at **any width** — dynamically adapts as `width: Fit` content changes - No three-part union (circles + rect) needed — single formula, no seam artifacts ### Pulsing Dot in Background Shader (learned 2026-03-31) Embed animation directly in the background shader to avoid z-order issues with child widgets (LoadingSpinner/other widgets can cause bleed-through at capsule edges): ``` draw_bg +: { pixel: fn() { let w = self.rect_size.x let h = self.rect_size.y let r = h * 0.5 let px = self.pos.x * w let py = self.pos.y * h // Capsule background let cx_bg = clamp(px, r, max(r, w - r)) let cy = h * 0.5 let d_bg = length(vec2(px - cx_bg, py - cy)) - r let bg_alpha = 1.0 - smoothstep(-1.0, 1.0, d_bg) let bg = vec4(0.1, 0.1, 0.18, bg_alpha * 0.82) // Pulsing dot (driven by draw_pass.time) let t = self.draw_pass.time let pulse = 0.5 + 0.5 * sin(t * 4.0) let dot_r = 4.0 + pulse * 3.0 let dot_cx = r + 2.0 let d_dot = length(vec2(px - dot_cx, py - cy)) - dot_r let dot_alpha = (1.0 - smoothstep(-1.0, 1.0, d_dot)) * bg_alpha let dot_color = mix(vec3(0.3, 0.6, 1.0), vec3(0.2, 0.9, 0.5), pulse) // Composite let final_rgb = mix(bg.xyz, dot_color, dot_alpha * 0.8) let final_a = bg.w + dot_alpha * 0.6 * (1.0 - bg.w) return Pal.premul(vec4(final_rgb, final_a)) } } ``` **IMPORTANT:** Must call `self.ui.widget(cx, ids!(my_window)).redraw(cx)` from `handle_next_frame` to keep `draw_pass.time` advancing. Without continuous redraw, time-based animation freezes.