in

Shadertoy, Hacker News

Shadertoy, Hacker News


    

        We use cookies to give you the best experience on our website. If you continue using Shadertoy, we’ll assume that you are happy to receive all cookies on this website.         For more information, please review ourTerms & Privacy.     

    

         

    

        This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look atGLSL ES specification

Language:

        


  • Version:WebGL 2.0
  •             

  • Arithmetic:() -! * /%
  •             

  • (Logical / Relatonal:~===!=&& ||
  •             

  • Bit Operators:& ^ |>
  •             

  • (Comments:// / ** /
  •             

  • Types:void bool int uint float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 uvec2 uvec3 uvec4 mat2 mat3 mat4 mat? x? sampler2D, sampler3D, samplerCube
  •             

  • Format:float a=1.0; int b=1; uint i=1U; int i=0x1;
  •             

  • (Function Parameter Qualifiers:) [none], in, out, inout
  •             

  • (Global Variable Qualifiers: (const)             
  • (Vector Components:.xyzw .rgba .stpq
  •             

  • (Flow Control:if else for return break continue switch / case
  •             

  • (Output:vec4 fragColor
  •             

  • (Input:vec2 fragCoord
  •             

  • Preprocessor:# #define #undef #if #ifdef #ifndef #else #elif #endif #error # pragma #line
  •         

Built-in Functions:

        


        

        

          

  • type radians (type degrees)
  •               

  • type degrees (type radians)
  •               

  • type sin (type angle)
  •               

  • type cos (type angle)
  •               

  • type tan (type angle)
  •               

  • type asin (type x)
  •               

  • type acos (type x)
  •               

  • type atan (type y, type x)
  •               

  • type atan (type y_over_x)
  •               

  • type sinh (type x)
  •               

  • type cosh (type x)
  •               

  • type tanh (type x)
  •               

  • type asinh (type x)
  •               

  • type acosh (type x)
  •               

  • type atanh (type x)
  •           

  • type pow (type x, type y)
  •               

  • type exp (type x)
  •               

  • type log (type x)
  •               

  • type exp2 (type x)
  •               

  • type log2 (type x)
  •               

  • type sqrt (type x)
  •               

  • type inversesqrt (type x)
  •           

  • type abs (type x)
  •               

  • type sign (type x)
  •               

  • type floor (type x)
  •               

  • type ceil (type x)
  •               

  • type trunc (type x)
  •               

  • type fract (type x)
  •               

  • type mod (type x, float y)
  •               

  • type modf (type x, out type i)
  •               

  • type min (type x, type y)
  •               

  • type max (type x, type y)
  •               

  • type clamp (type x, type minV, type maxV)
  •               

  • type mix (type x, type y, type a)
  •               

  • type step (type edge, type x)
  •               

  • type smoothstep (type a, type b, type x)
  •           

  • float length (type x)
  •               

  • float distance (type p0, type p1)
  •               

  • float dot (type x, type y)
  •               

  • vec3 cross (vec3 x, vec3 y)
  •               

  • type normalize (type x)
  •               

  • type faceforward (type N, type I, type Nref)
  •               

  • type reflect (type I, type N)
  •               

  • type refract (type I, type N, float eta)
  •               

  • float determinant (mat? m)
  •               

  • mat? x? outerProduct (vec? c, vec? r)
  •               

  • type matrixCompMult (type x, type y)
  •               

  • type inverse (type inverse)
  •               

  • type transpose (type inverse)
  •           

          

  • vec4 texture (sampler?, vec? coord [, float bias])
  •               

  • vec4 textureLod (sampler, vec? coord, float lod)
  •               

  • vec4 textureLodOffset (sampler? sampler, vec? coord, float lod, ivec? offset)
  •               

  • vec4 textureGrad (sampler?, vec? coord, vec2 dPdx, vec2 dPdy)
  •               

  • vec4 textureGradOffset sampler? , vec? coord, vec? dPdx, vec? dPdy, vec? offset)
  •               

  • vec4 textureProj (sampler?, vec? coord [, float bias])
  •               

  • vec4 textureProjLod (sampler?, vec? coord, float lod)
  •               

  • vec4 textureProjLodOffset (sampler?, vec? coord, float lod, vec? offset)
  •               

  • vec4 textureProjGrad (sampler?, vec? coord, vec2 dPdx, vec2 dPdy)
  •               

  • vec4 texelFetch (sampler?, ivec? coord, int lod)
  •               

  • vec4 texelFetchOffset (sampler ?, ivec? coord, int lod, ivec? offset)
  •               

  • IVEC? textureSize (sampler?, int lod)
  •           

  • type dFdx (type x)
  •               

  • type dFdy (type x)
  •               

  • type fwidth (type p)
  •           

  • type isnan (type x)
  •               

  • type isinf (type x)
  •               

  • float intBitsToFloat (int v)
  •               

  • uint uintBitsToFloat (uint v)
  •               

  • int floatBitsToInt (float v)
  •               

  • uint floatBitsToUint (float v)
  •               

  • uint packSnorm2x 16 (vec2 v)
  •               

  • uint packUnorm2x 16 (vec2 v)
  •               

  • vec2 unpackSnorm2x 16 (uint p)
  •               

  • vec2 unpackUnorm2x 16 (uint p)
  •           

  • bvec lessThan (type x, type y)
  •               

  • bvec lessThanEqual (type x, type y)
  •               

  • bvec greaterThan (type x, type y)
  •               

  • bvec greaterThanEqual (type x, type y)
  •               

  • bvec equal (type x, type y)
  •               

  • bvec notEqual (type x, type y)
  •               

  • bool any (bvec x)
  •               

  • bool all (bvec x)
  •               

  • bvec not (bvec x)
  •           

How-to         


  • Use structs:struct myDataType {float occlusion; vec3 color; }; myDataType myData=myDataType (0.7, vec3 (1.0, 2.0, 3.0));
  •             

  • Initialize arrays:float [] x=float [] (0.0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6);
  •             

  • Do conversions:int a=3; float b=float (a);
  •             

  • Do component swizzling:vec4 a=vec4 (1.0,2.0,3.0,4.0); vec4 b=a.zyyw;
  •             

  • Access matrix components:mat4 m; m [1]=vec4 (2.0); m [0] [0]=1.0; M [2] [3]=2.0;
  •         

Be careful!

        


  • thefsuffix for floating pont numbers:1.0f is illegal in GLSL. You must use 1.0
  •             

  • (saturate ():saturate (x) doesnt exist in GLSL. Use clamp (x, 0.0,1.0) instead
  •             

  • pow / sqrt:please don’t feed sqrt () and pow () with negative numbers. Add an abs () or max (0.0,) to the argument
  •             

  • mod:please don’t do mod (x, 0.0). This is undefined in some platforms
  •             

  • variables:initialize your variables! Don’t assume they’ll be set to zero by default
  •             

  • (functions:don’t call your functions the same as some of your variables
  •         

Shadertoy Inputs

        


(image / buffer)

Current time in seconds

(Current frame) ************************************

float

Input texture resolution for each channel

iChannel {i}(image / buffer / sound)

float

vec3 iResolution The viewport resolution (z is pixel aspect ratio, usually 1.0)
float (iTime) ima ge / sound / buffer
float iTimeDelta image / buffer Time it takes to render a frame, in seconds
int iFrame image / buffer
float iFrameRate image / buffer Number of frames rendered per second
iChannelTime [4] image / buffer Time for channel (if video or sound), in seconds
vec3 iChannelResolution image / buffer / sound
vec4 iMouse image / buffer xy=current pixel coords (if LMB is down). zw=click pixel
sampler2D Sampler for input textures i
vec4 iDate image / buffer / sound Year, month, day, time in seconds in .xyzw
iSampleRate image / buffer / sound The sound sample rate (typically 44100)

Shadertoy Outputs

        


        Image shaders: fragColor is used as output channel. It is not, for now, mandatory but recommended to leave the alpha channel to 1.0.

        Sound shaders: the mainSound () function returns a vec2 containing the left and right (stereo) sound channel wave data.         

    


Read More
Payeer

What do you think?

Leave a Reply

Your email address will not be published. Required fields are marked *

GIPHY App Key not set. Please check settings

Astana v Manchester United: Europa League – live! – The Guardian, Theguardian.com

Astana v Manchester United: Europa League – live! – The Guardian, Theguardian.com

Chandrayaan 2’s Vikram Lander Missed Landing By Just 500 Meters – Inc42 Media, Inc42.com

Chandrayaan 2’s Vikram Lander Missed Landing By Just 500 Meters – Inc42 Media, Inc42.com