H Y L O G E N


Hylogen is a purely functional shader language embedded in Haskell that compiles to GLSL. It functions as a powerful alternative to GLSL by leveraging many features of Haskell, including:
Type inference - Write more concise code by allowing Haskell to infer the types of your expressions.
- GLSL:
vec4 foo = vec4(3.0);
- Hylogen:
foo = 3
Higher-order functions - Use your standard Haskell goodies: map
, foldl
/foldr
, $
, .
, &
, etc, or write your own!
Modules - Split up complex shaders into multiple files. Write your own high level libraries and import
them as modules.
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Hylide is a livecoding WebGL renderer built for Hylogen. It features hot-reloading, audio-reactivity and texture backbuffering. However, Hylogen is a general purpose shader language; it can be used anywhere GLSL is used.
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Demo Reel
Changelog - NEW: Hylogen/Hylide split in Hylogen 0.1.4
Hylogen is in alpha! Feature requests, questions, and discussion welcome on github issues
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Install
- Install the Haskell Platform
cabal update && cabal install hylogen hylide
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Example
Here's a simple Hylogen shader to be used with Hylide, saved as Example.hs
:
module Example where
import Hylogen.WithHylide
output :: Program
output = toProgram color
color :: Vec4
color = vec4 (a, a, a, 1)
where
k = 20
f = (*k) . sin . (/k)
a = sum [ cos (x_ uvN * f time + x_ mouse )
, sin (y_ uvN * f time + y_ mouse )
]
Run Hylide:
$ hylide Example.hs
Now go to localhost:5678 in your browser. You'll see a live rendering of the corresponding generated GLSL:
void main() {
float _7 = uvN.x;
float _10 = (time / 20.0);
float _9 = sin(_10);
float _8 = (_9 * 20.0);
float _6 = (_7 * _8);
float _11 = mouse.x;
float _5 = (_6 + _11);
float _4 = cos(_5);
float _3 = (0.0 + _4);
float _15 = uvN.y;
float _18 = (time / 20.0);
float _17 = sin(_18);
float _16 = (_17 * 20.0);
float _14 = (_15 * _16);
float _19 = mouse.y;
float _13 = (_14 + _19);
float _12 = sin(_13);
float _2 = (_3 + _12);
vec4 _1 = vec4(_2, _2, _2, 1.0);
gl_FragColor = _1;
}
Hylide will recompile on changes to the Haskell source, sending generated GLSL to the WebGL client via websockets.
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References
- The_Force by Shawn Lawson. Initial inspiration for Hylogen/Hylide. Live-coding of audio-reactive shaders!
- data-reify by Andy Gill, to keep intermediate AST representations from exploding by preserving the GHC heap's internal sharing
Links
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Conceived of at the Recurse Center :)