[experiment] · · unstable
WebGL Shader Playground
A minimal GLSL fragment-shader sandbox. Code on the left, live render on the right.
oglglslvanilla-js
Writing shaders should be a sub-second feedback loop.
What it is
Open the page, write GLSL on the left, see the output on the right in real time. No submit button—every keystroke re-renders.
Why we built this
The worst part of writing shaders is the feedback loop: write → save → run → look → repeat. We compressed that loop down to “updates the moment you finish typing a character”.
How to use
Edit the fragment shader in the left pane, the canvas is on the right. Supported uniforms:
uniform float uTime— current time, injected automaticallyuniform vec2 uResolution— canvas sizeuniform vec2 uMouse— mouse position
Preset buttons: noise / plasma / voronoi / tunnel—click to switch.
Stack
- ogl (≈ 20KB WebGL lib)
- textarea + custom syntax highlight (using prismjs)
- Compile errors surface below the shader
Known issues
- Some older GPUs choke on fbm
- No vertex-shader support (fragment-only for now)