Transform Python to GLSL. Fork from long abandoned nicholasbishop/shaderdef. Most of the work was done by the original author, I've just fixed and updated some stuff.
pip install pyglsl==0.1.0
IMPORTANT Shaders are only translated, not compiled. This is to avoid dependency issues and makes it more portable. There is also no static analysis beyond what is valid Python. Errors will have to be deciphered after compiling or runtime.
WARNING: Namespace Pollution Using
from pyglsl.glsl import *shadows Python built-in functions:abs,min,max,round,pow,all,any,int,float, andbool. After importing, these names will refer to GLSL type proxies instead of Python functions.Safer alternatives:
# Option 1: Import specific items you need from pyglsl.glsl import vec3, vec4, mat4, normalize, dot # Option 2: Use qualified imports import pyglsl.glsl as glsl position = glsl.vec3(0.0, 1.0, 2.0) # Option 3: Import in shader file only, not main code # shader.py - only GLSL code here from pyglsl.glsl import *
- Conditionals:
if,elif,else - Loops:
for i in range()with support for dynamic parameterswhile condition:loops- List comprehensions:
[expr for var in range(...)](unrolled to loops) breakandcontinuestatements
- Comparison operators:
==,!=,<,<=,>,>= - Boolean operators:
and(&&),or(||),not(!)
- Scalars:
int,float,bool - Vectors:
vec2,vec3,vec4,ivec2,ivec3,ivec4,bvec2,bvec3,bvec4 - Matrices:
mat2,mat3,mat4 - Arrays:
- Traditional syntax:
arr = Array3[float]() - List literals with automatic type inference:
arr = [1.0, 2.0, 3.0] - Mixed int/float arrays become
float[](GLSL behavior)
- Traditional syntax:
- Function definitions with type hints
- Return statements
- Library functions (passed via
library=parameter) - GLSL built-in functions:
normalize,dot,cross,length,mix, etc.
- Arithmetic:
+,-,*,/,% - Augmented assignment:
+=,-=,*=,/= - Matrix multiplication:
@or* - Swizzling:
vec.xyz,vec.xxyy - Subscripting:
arr[i],mat[row][col]
- Layout Qualifiers:
@geometry_shader_layoutdecorator for primitive configuration - Input Primitives:
points,lines,triangles,lines_adjacency,triangles_adjacency - Output Primitives:
points,line_strip,triangle_strip - Vertex Emission:
yieldstatements automatically convert toEmitVertex() - Primitive Completion:
EndPrimitive()function - Built-in Access:
gl_inarray for vertex shader outputs (type:GlGsIn) - Array Inputs: Use
Sequence[InterfaceType]for geometry shader inputs - Generator Output: Use
Iterator[InterfaceType]as return type
Example:
@geometry_shader_layout(input_primitive=triangles,
output_primitive=triangle_strip,
max_vertices=3)
def geom_shader(gl_in: Sequence[GlGsIn], vs_out: Sequence[VsOut]) -> Iterator[GsOut]:
for i in range(3):
yield GsOut(gl_Position=gl_in[i].gl_Position, color=vs_out[i].color)
EndPrimitive()
EndPrimitive()- Control Stage:
TessControlStagewith@tessellation_control_layout - Evaluation Stage:
TessEvalStagewith@tessellation_evaluation_layout - Patch Output:
layout(vertices = N) out - Primitive Modes:
quads,isolines,triangles - Spacing:
equal_spacing,fractional_even_spacing,fractional_odd_spacing - Ordering:
cw,ccw - Built-ins:
gl_TessLevelInner,gl_TessLevelOuter,gl_TessCoord
Example:
@tessellation_control_layout(vertices=3)
def tcs_shader(gl_in: Sequence[GlTessIn]) -> TcsOut:
gl_TessLevelInner[0] = 3.0
gl_TessLevelOuter[0] = 2.0
return TcsOut(pos=gl_in[gl_InvocationID].gl_Position)
@tessellation_evaluation_layout(primitive_mode=triangles,
spacing=equal_spacing,
vertex_order=ccw)
def tes_shader(gl_in: Sequence[GlTessIn]) -> TesOut:
# Interpolate position using gl_TessCoord
p0 = vec4(gl_in[0].gl_Position)
p1 = vec4(gl_in[1].gl_Position)
p2 = vec4(gl_in[2].gl_Position)
pos = p0 * gl_TessCoord.x + p1 * gl_TessCoord.y + p2 * gl_TessCoord.z
return TesOut(gl_Position=pos)- Stage:
ComputeStagewith@compute_shader_layout - Workgroup Size:
local_size_x,local_size_y,local_size_z - Shared Memory:
shared(type)forsharedstorage qualifier - Synchronization:
barrier(),memoryBarrier(), etc. - Atomics:
atomicAdd,atomicMin,atomicMax, etc. - Image Load/Store:
imageLoad,imageStore,imageAtomic*
Example:
@compute_shader_layout(local_size_x=16, local_size_y=16)
def compute_shader(img_in: Uniform[image2D], img_out: Uniform[image2D]):
pos = ivec2(gl_GlobalInvocationID.xy)
# Shared memory example
local_data = shared(float[256])
# Image processing
color = vec4(imageLoad(img_in, pos))
imageStore(img_out, pos, color)noperspective: Disable perspective-correct interpolationflat: No interpolation (use value from provoking vertex)smooth: Perspective-correct interpolation (default, can be explicit)
Used in interface blocks:
class VsOut(ShaderInterface):
screenSpaceColor = vec3(noperspective) # No perspective correction
vertexID = int(flat) # No interpolation
normal = vec3(smooth) # Explicit smooth (default)
position = vec4() # Default (smooth)- Constant Bounds:
range()arguments in list comprehensions must be constant expressions computable at transpile time to determine array size. - Full Allocation: Comprehensions with filters (e.g.,
[x for x in range(10) if x > 5]) still allocate the full array size (10 in this case) because GLSL arrays must have a fixed size. The filtered elements are initialized, but the array length remains static.
- Fixed Size: All arrays must have a size determined at compile time.
- No Dynamic Resizing:
append(),pop(), etc. are not supported.
- GLSL does not support recursion. Recursive function calls will cause a GLSL compilation error (though pyglsl will transpile them).
- GLSL geometry shaders require version 1.50+ (OpenGL 3.2+). The default version "330 core" supports them.
- Geometry shaders must specify layout qualifiers via the
@geometry_shader_layoutdecorator.
Python input:
# shader.py
from pyglsl.glsl import *
class VertAttrs(AttributeBlock):
vert_loc = vec3()
vert_nor = vec3()
vert_col = vec4()
class View(UniformBlock):
projection = mat4()
camera = mat4()
model = mat4()
class VsOut(ShaderInterface):
gl_Position = vec4()
normal = vec3()
color = vec4()
class FsOut(FragmentShaderOutputBlock):
fs_color = vec4()
def perspective_projection(projection: mat4, camera: mat4, model: mat4, point: vec3) -> vec4:
return projection * camera * model * vec4(point, 1.0)
def vert_shader(view: View, attr: VertAttrs) -> VsOut:
return VsOut(gl_position=perspective_projection(view.projection, view.camera, view.model, attr.vert_loc),
normal=attr.vert_nor,
color=attr.vert_col)
def frag_shader(vs_out: VsOut) -> FsOut:
color = vec4((vs_out.normal.x + 1.0) * 0.5,
(vs_out.normal.y + 1.0) * 0.5,
(vs_out.normal.z + 1.0) * 0.5,
1.0)
return FsOut(fs_color=mix(vs_out.color, color, 1.0))
# ShaderDef class is optional. Makes shaders easier to export+import
export = ShaderDef(vertex_shader=vert_shader,
fragment_shader=frag_shader,
vertex_functions=[perspective_projection])Then import the shader module and compile.
# example.py
# import shader module (shader.py)
from shader import export as test_shader
# NOTE: You can compile each stage individually by using the *Stage classes. This is if you
# don't want to use the ShaderDef class inside of your pyglsl shader.
# from pyglsl import VertexStage, FragmentStage
# from shader import vert_shader, frag_shader, perspective_projection
# vs_stage = VertexStage(vert_shader, library=[perspective_projection])
# fs_stage = FragmentStage(frag_shader)
# vs = vs_stage.compile()
# fs = fs_stage.compile()
# Compile Python AST to GLSL + print
vs, fs = test_shader.compile()
print(vs)
print(fs)#version 330 core
layout(location=0) in vec3 vert_loc;
layout(location=1) in vec3 vert_nor;
layout(location=2) in vec4 vert_col;
uniform mat4 projection;
uniform mat4 camera;
uniform mat4 model;
vec4 perspective_projection(mat4 projection, mat4 camera, mat4 model, vec3 point) {
return (((projection * camera) * model) * vec4(point, 1.0));
}
out VsOut {
vec3 normal;
vec4 color;
} vs_out;
void main() {
gl_Position = perspective_projection(projection, camera, model, vert_loc);
vs_out.normal = vert_nor;
vs_out.color = vert_col;
}#version 330 core
in VsOut {
vec3 normal;
vec4 color;
} vs_out;
layout(location=0) out vec4 fs_color;
void main() {
vec4 color = vec4(((vs_out.normal.x + 1.0) * 0.5), ((vs_out.normal.y + 1.0) * 0.5), ((vs_out.normal.z + 1.0) * 0.5), 1.0);
fs_color = mix(vs_out.color, color, 1.0);
}Voilà.
pyglsl
Copyright (C) 2016 Nicholas Bishop
Copyright (C) 2025 George Watson
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.