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Shader - Shadertoy BETA

 3 years ago
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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:


  • 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 packSnorm2x16 (vec2 v)
  • uint packUnorm2x16 (vec2 v)
  • vec2 unpackSnorm2x16 (uint p)
  • vec2 unpackUnorm2x16 (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!


  • 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


vec3iResolutionimage/bufferThe viewport resolution (z is pixel aspect ratio, usually 1.0)floatiTimeimage/sound/bufferCurrent time in secondsfloatiTimeDeltaimage/bufferTime it takes to render a frame, in secondsintiFrameimage/bufferCurrent framefloatiFrameRateimage/bufferNumber of frames rendered per secondfloatiChannelTime[4]image/bufferTime for channel (if video or sound), in secondsvec3iChannelResolution[4]image/buffer/soundInput texture resolution for each channelvec4iMouseimage/bufferxy = current pixel coords (if LMB is down). zw = click pixelsampler2DiChannel{i}image/buffer/soundSampler for input textures ivec4iDateimage/buffer/soundYear, month, day, time in seconds in .xyzwfloatiSampleRateimage/buffer/soundThe 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.



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