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)
#[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
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
// 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
#[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
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)
// 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_instancesbatches 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
- Always premultiply - Use
Pal.premul()or returnsdf.result - Use
instancefor animation - Only instance variables work with Animator - Use
uniformfor shared values - Colors, sizes shared across instances - Use
+:merge operator - Extend default shaders:draw_bg +: { ... } - Keep shaders simple - Complex shaders impact rendering performance
- Use SDF for shapes - Much cleaner than manual math
- Test with
new_batch: true- Required when mixing shaders with text - Property-style functions -
name: fn(args) -> type { }, call viaself.name(args) - Immutable let - Shader
letcannot be reassigned; use unique names per step #[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 circlesmax(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: Fitcontent 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.