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Shader Inputs
uniform vec3      iResolution;           // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
uniform float iTimeDelta; // render time (in seconds)
uniform int iFrame; // shader playback frame
uniform float iChannelTime[4]; // channel playback time (in seconds)
uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube
uniform vec4 iDate; // (year, month, day, time in seconds)
uniform float iSampleRate; // sound sample rate (i.e., 44100)
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iChannel0

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iChannel1

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iChannel2

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iChannel3
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Misc

Buffers
Render buffer A Render buffer B Render buffer C Render buffer D

Textures
Resolution: 512 x 512
Format: rgb

Source: unkown
Resolution: 1024 x 1024
Format: rgb

Source: unkown
Resolution: 512 x 512
Format: rgb

Source: unkown
Resolution: 512 x 512
Format: rgb

Source: unkown
Resolution: 512 x 512
Format: rgb

Source: unkown
Resolution: 1024 x 1024
Format: rgb

Source: unkown
Resolution: 1024 x 1024
Format: rgb

Source: unkown
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 512 x 512
Format: r

Source: http://photosculpt.net/gallery/textures-seamless-tileable/
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 512 x 512
Format: rgb

Source: www.shadertoy.com
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 64 x 64
Format: r

Source: www.shadertoy.com
Resolution: 64 x 64
Format: rgba

Source: www.shadertoy.com
Resolution: 256 x 256
Format: r

Source: www.shadertoy.com
Resolution: 8 x 8
Format: r

Source: www.shadertoy.com
Resolution: 256 x 256
Format: rgba

Source: www.shadertoy.com
Resolution: 256 x 32
Format: rgb

Source: www.shadertoy.com

Videos
Duration: 34s

Source: www.google.com
Duration: 3m 40s

Source: http://www.youtube.com/watch?v=I02Ss2VUM3U
Duration: 29s

Source: https://archive.org/details/movies
Duration: 2m 19s

Source: https://www.youtube.com/watch?v=T2k0PZCPQMk

Cubemaps
Resolution: 512x512

Source: http://www.pauldebevec.com/Probes
Resolution: 64x64

Source: http://www.pauldebevec.com/Probes
Resolution: 256x256

Source: http://www.pauldebevec.com/Probes
Resolution: 64x64

Source: http://www.pauldebevec.com/Probes
Resolution: 128x128

Source: http://www.pauldebevec.com/Probes
Resolution: 64x64

Source: http://www.pauldebevec.com/Probes

Music

ElectronebulaeTitle: Electronebulae
Duration: 4m 18s
Author: stage7

ExperimentTitle: Experiment
Duration: 3m 48s
Author: iq

8 bit mentalityTitle: 8 bit mentalit
Duration: 3m 25s
Author: stage7

X'TrackTureTitle: X'TrackTure
Duration: 3m 50s
Author: josSs

ourpithyatorTitle: ourpithyator
Duration: 7m 32s
Author: AudeoFlow & Gizma

Tropical BeeperTitle: Tropical Beepe
Duration: 2m 42s
Author: Dave Hoskins

Most Geometric PersonTitle: Most Geometric Person
Duration: 1m 15s
Author: Noby
Select Input
Select Input
Misc

Buffers
Render buffer A Render buffer B Render buffer C Render buffer D

Textures
Resolution: 512 x 512
Format: rgb

Source: unkown
Resolution: 1024 x 1024
Format: rgb

Source: unkown
Resolution: 512 x 512
Format: rgb

Source: unkown
Resolution: 512 x 512
Format: rgb

Source: unkown
Resolution: 512 x 512
Format: rgb

Source: unkown
Resolution: 1024 x 1024
Format: rgb

Source: unkown
Resolution: 1024 x 1024
Format: rgb

Source: unkown
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 512 x 512
Format: r

Source: http://photosculpt.net/gallery/textures-seamless-tileable/
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 512 x 512
Format: rgb

Source: www.shadertoy.com
Resolution: 1024 x 1024
Format: rgb

Source: www.shadertoy.com
Resolution: 64 x 64
Format: r

Source: www.shadertoy.com
Resolution: 64 x 64
Format: rgba

Source: www.shadertoy.com
Resolution: 256 x 256
Format: r

Source: www.shadertoy.com
Resolution: 8 x 8
Format: r

Source: www.shadertoy.com
Resolution: 256 x 256
Format: rgba

Source: www.shadertoy.com
Resolution: 256 x 32
Format: rgb

Source: www.shadertoy.com

Videos
Duration: 34s

Source: www.google.com
Duration: 3m 40s

Source: http://www.youtube.com/watch?v=I02Ss2VUM3U
Duration: 29s

Source: https://archive.org/details/movies
Duration: 2m 19s

Source: https://www.youtube.com/watch?v=T2k0PZCPQMk

Cubemaps
Resolution: 512x512

Source: http://www.pauldebevec.com/Probes
Resolution: 64x64

Source: http://www.pauldebevec.com/Probes
Resolution: 256x256

Source: http://www.pauldebevec.com/Probes
Resolution: 64x64

Source: http://www.pauldebevec.com/Probes
Resolution: 128x128

Source: http://www.pauldebevec.com/Probes
Resolution: 64x64

Source: http://www.pauldebevec.com/Probes

Music

Electronebulae Title: Electronebulae
Duration: 4m 18s
Author: stage7

Experiment Title: Experiment
Duration: 3m 48s
Author: iq

8 bit mentality Title: 8 bit mentalit
Duration: 3m 25s
Author: stage7

X'TrackTure Title: X'TrackTure
Duration: 3m 50s
Author: josSs

ourpithyator Title: ourpithyator
Duration: 7m 32s
Author: AudeoFlow & Gizma

Tropical Beeper Title: Tropical Beepe
Duration: 2m 42s
Author: Dave Hoskins

Most Geometric Person Title: Most Geometric Person
Duration: 1m 15s
Author: Noby
GLSL Help
This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification

Language:


  • Preprocessor: # #define #undef #if #ifdef #ifndef #else #elif #endif #error #pragma #extension #version #line
  • Operators: () + - ! * / % < > <= >= == != && ||
  • Comments: // /* */
  • Types: void bool int float vec2 vec3 vec4 bvec2 bvec3 bvec4 ivec2 ivec3 ivec4 mat2 mat3 mat4 sampler2D
  • Function Parameter Qualifiers: [none], in, out, inout
  • Global Variable Qualifiers: const
  • Vector Components: .xyzw .rgba .stpq
  • Flow Control: if else for return break continue
  • Output: vec4 fragColor
  • Input: vec2 fragCoord

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 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 fract (type x)
  • type mod (type x, float y)
  • type mod (type x, type y)
  • type min (type x, type y)
  • type min (type x, float y)
  • type max (type x, type y)
  • type max (type x, float y)
  • type clamp (type x, type minV, type maxV)
  • type clamp (type x, float minV, float maxV)
  • type mix (type x, type y, type a)
  • type mix (type x, type y, float a)
  • type step (type edge, type x)
  • type step (float edge, type x)
  • type smoothstep (type a, type b, type x)
  • type smoothstep (float a, float b, type x)
  • mat matrixCompMult (mat x, mat y)
  • 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)
  • bvec lessThan(vec x, vec y)
  • bvec lessThan(ivec x, ivec y)
  • bvec lessThanEqual(vec x, vec y)
  • bvec lessThanEqual(ivec x, ivec y)
  • bvec greaterThan(vec x, vec y)
  • bvec greaterThan(ivec x, ivec y)
  • bvec greaterThanEqual(vec x, vec y)
  • bvec greaterThanEqual(ivec x, ivec y)
  • bvec equal(vec x, vec y)
  • bvec equal(ivec x, ivec y)
  • bvec equal(bvec x, bvec y)
  • bvec notEqual(vec x, vec y)
  • bvec notEqual(ivec x, ivec y)
  • bvec notEqual(bvec x, bvec y)
  • bool any(bvec x)
  • bool all(bvec x)
  • bvec not(bvec x)
  • vec4 texture2D(sampler2D sampler, vec2 coord )
  • vec4 texture2D(sampler2D sampler, vec2 coord, float bias)
  • vec4 textureCube(samplerCube sampler, vec3 coord)
  • vec4 texture2DProj(sampler2D sampler, vec3 coord )
  • vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias)
  • vec4 texture2DProj(sampler2D sampler, vec4 coord)
  • vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias)
  • vec4 texture2DLodEXT(sampler2D sampler, vec2 coord, float lod)
  • vec4 texture2DProjLodEXT(sampler2D sampler, vec3 coord, float lod)
  • vec4 texture2DProjLodEXT(sampler2D sampler, vec4 coord, float lod)
  • vec4 textureCubeLodEXT(samplerCube sampler, vec3 coord, float lod)
  • vec4 texture2DGradEXT(sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy)
  • vec4 texture2DProjGradEXT(sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy)
  • vec4 texture2DProjGradEXT(sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy)
  • vec4 textureCubeGradEXT(samplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy)
  • type dFdx( type x ), dFdy( type x )
  • type fwidth( type p )

How-to


  • Use structs: struct myDataType { float occlusion; vec3 color; }; myDataType myData = myDataType(0.7, vec3(1.0, 2.0, 3.0));
  • Initialize arrays: arrays cannot be initialized in WebGL.
  • 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!


  • the f suffix for floating pont numbers: 1.0f is illegal in GLSL. You must use 1.0
  • saturate(): saturate(x) doesn't 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


vec3iResolutionimageThe viewport resolution (z is pixel aspect ratio, usually 1.0)
floatiGlobalTimeimage/soundCurrent time in seconds
floatiTimeDeltaimageTime it takes to render a frame, in seconds
intiFrameimageCurrent frame
floatiChannelTime[4]imageTime for channel (if video or sound), in seconds
vec3iChannelResolution[4]image/soundInput texture resolution for each channel
vec4iMouseimagexy = current pixel coords (if LMB is down). zw = click pixel
sampler2DiChannel{i}image/soundSampler for input textures i
vec4iDateimage/soundYear, month, day, time in seconds in .xyzw
floatiSampleRateimage/soundThe sound sample rate (typically 44100)

Shadertoy Outputs


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

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


BBCode Help

Codes:


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Url[url=http://www.shadertoy.com]Shadertoy[/url]
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Video[video]http://www.youtube.com/watch?v=32yZm2TLHgY[/video]

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