ralph-gpu
A minimal WebGPU shader library for creative coding and real-time graphics.
When to Use
Use this skill when:
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Building WebGPU shader effects, creative coding projects, or real-time graphics
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Working with fullscreen shader passes, particle systems, or compute shaders
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Need guidance on ralph-gpu API, render targets, or WGSL shader patterns
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Implementing GPU-accelerated simulations or visual effects
Installation
npm install ralph-gpu
For TypeScript support:
npm install -D @webgpu/types
Core Concepts
Concept Description
gpu
Module entry point for initialization
ctx
GPU context — manages state and rendering
pass
Fullscreen shader (fragment only, uses internal quad)
material
Shader with custom vertex code (particles, geometry)
target
Render target (offscreen texture)
pingPong
Pair of render targets for iterative effects
compute
Compute shader for GPU-parallel computation
storage
Storage buffer for large data (particles, simulations)
sampler
Custom texture sampler with explicit filtering/wrapping
texture
Load images, canvases, video, or raw data as GPU textures
Auto-Injected Globals
Every shader automatically has access to these uniforms:
struct Globals { resolution: vec2f, // Current render target size in pixels time: f32, // Seconds since init deltaTime: f32, // Seconds since last frame frame: u32, // Frame count since init aspect: f32, // resolution.x / resolution.y } @group(0) @binding(0) var<uniform> globals: Globals;
Quick Start
import { gpu } from "ralph-gpu";
// Check support if (!gpu.isSupported()) { console.error("WebGPU not supported"); return; }
// Initialize const ctx = await gpu.init(canvas, { autoResize: true });
// Create fullscreen shader pass const pass = ctx.pass(` @fragment fn main(@builtin(position) pos: vec4f) -> @location(0) vec4f { let uv = pos.xy / globals.resolution; return vec4f(uv, sin(globals.time) * 0.5 + 0.5, 1.0); } `);
// Render loop function frame() { pass.draw(); requestAnimationFrame(frame); } frame();
API Overview
Context Creation
const ctx = await gpu.init(canvas, { autoResize?: boolean, // Auto-handle canvas sizing (default: false) dpr?: number, // Device pixel ratio debug?: boolean, // Enable debug mode events?: { // Event tracking enabled: boolean, types?: string[], historySize?: number } });
Fullscreen Passes
// Simple mode (auto-generated bindings) const pass = ctx.pass(wgslCode, { uTexture: someTarget, color: [1, 0, 0], intensity: 0.5 }); pass.set("intensity", 0.8); // Update uniforms
// Manual mode (explicit bindings) const pass = ctx.pass(wgslCode, { uniforms: { myValue: { value: 1.0 } } }); pass.uniforms.myValue.value = 2.0;
Render Targets
const target = ctx.target(512, 512, { format?: "rgba8unorm" | "rgba16float" | "r16float" | "rg16float", filter?: "linear" | "nearest", wrap?: "clamp" | "repeat" | "mirror", usage?: "render" | "storage" | "both" });
ctx.setTarget(target); // Render to target ctx.setTarget(null); // Render to screen
Ping-Pong Buffers
const simulation = ctx.pingPong(128, 128, { format: "rgba16float" });
// In render loop: uniforms.inputTex.value = simulation.read; ctx.setTarget(simulation.write); processPass.draw(); simulation.swap();
Particles (Instanced Quads)
const particles = ctx.particles(1000, { shader: wgslCode, // Full vertex + fragment shader bufferSize: 1000 * 16, // Buffer size in bytes blend: "additive" });
particles.write(particleData); // Float32Array particles.draw();
Compute Shaders
const compute = ctx.compute(` @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3<u32>) { // GPU computation } `);
compute.storage("buffer", storageBuffer); compute.dispatch(Math.ceil(count / 64));
Storage Buffers
const buffer = ctx.storage(byteSize); buffer.write(new Float32Array([...]));
// Bind to shader pass.storage("dataBuffer", buffer);
Texture Loading
// From URL (async) const tex = await ctx.texture("image.png");
// From canvas / video / ImageBitmap (sync) const tex = ctx.texture(canvas);
// From raw pixel data (sync) const tex = ctx.texture(new Uint8Array(data), { width: 256, height: 256 });
// Options const tex = await ctx.texture("photo.jpg", { filter: "linear", // "linear" | "nearest" wrap: "repeat", // "clamp" | "repeat" | "mirror" format: "rgba8unorm", // GPU texture format flipY: true, // Flip vertically on load });
// Bind to shader (manual mode) const pass = ctx.pass(shader, { uniforms: { uTex: { value: tex }, // .texture and .sampler auto-bound } });
// Update from live source (canvas, video) tex.update(videoElement);
// Clean up tex.dispose();
Important Notes
WGSL Alignment: array<vec3f> has 16-byte stride, not 12. Always pad to 16 bytes:
// Correct: [x, y, z, 0.0] per element const buffer = ctx.storage(count * 16);
Particle Rendering: Use instanced quads, not point-list (WebGPU points are always 1px)
Texture References: Target references stay valid after resize — no need to update uniforms
Screen Readback: Cannot read pixels from screen, only from render targets
Examples
Full working examples extracted from the docs app:
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Simple Gradient — The simplest possible shader — map UV coordinates to colors. This creates a gradient from black (bottom-left) to cyan (top-right).
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Animated Wave — A glowing sine wave with custom uniforms. The wave animates over time using globals.time.
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Time-Based Color Cycling — A hypnotic pattern that cycles through colors over time. Combines time, distance, and angle for a mesmerizing effect.
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Raymarching Sphere — A basic 3D sphere rendered using raymarching. This demonstrates how to create 3D shapes and lighting entirely within a fragment shader.
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Perlin-style Noise — Layered fractional Brownian motion (fBm) noise. This technique is fundamental for generating procedural textures, terrain, and natural-looking patterns.
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Metaballs — Organic-looking "blobs" that merge together based on an implicit surface. This effect uses a distance-based field and a threshold to create smooth blending.
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Mandelbrot Set — The classic complex number fractal. This shader computes the set by iterating z = z² + c and mapping the escape time to vibrant colors.
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Alien Planet — A procedurally generated alien world with atmospheric scattering and an orbiting moon. Uses raymarching with fBm noise for terrain detail.
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Fluid Simulation — Real-time Navier-Stokes fluid simulation using ping-pong buffers, vorticity confinement, and pressure projection.
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Triangle Particles — GPU-driven particle system with SDF-based physics. 30,000 particles spawn on triangle edges and flow along a signed distance field with chromatic aberration postprocessing.
Resources
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GitHub Repository
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API Documentation
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WebGPU Specification