⚠️ SHADER ERRORS
0
Buffer Routing
Select which buffer or texture feeds each iChannel for every pass. Click a pass tab above to switch passes.
Global Variables & Built-ins
These are automatically injected at compile time. Copy & paste as needed.
Built-in Uniforms
uniform float time; // time in seconds (also: iTime, iGlobalTime)
uniform vec2 resolution; // viewport size (width, height) (also: iResolution.xy)
uniform vec4 mouse; // mouse position (x,y) current, (z,w) click. Shadertoy style. (also: iMouse)
uniform float fxrand; // random seed (fxhash)
uniform float BPM; // global BPM control
uniform vec2 pointers[32]; // multi-user mouse positions (only while pressed)
uniform int pointersCount; // number of users currently pressing
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
// Shadertoy aliases (auto-injected as #defines):
// iTime = time
// iResolution = vec3(resolution, 1.0)
// iMouse = mouse
// iGlobalTime = time
Entry Point (Shadertoy compatible)
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord / iResolution.xy;
fragColor = vec4(uv, 0.0, 1.0);
}
Sample a Buffer / Texture
// Sample iChannel0 (buffer output or texture)
vec4 col = texture2D(iChannel0, uv);
// Sample with tiling
vec4 col = texture2D(iChannel0, fract(uv * 2.0));
Generador de Shaders con IA
Declaralos en tu shader:
uniform sampler2D imageInput1;
uniform sampler2D imageInput2;
uniform sampler2D imageInput3;
Mis Imágenes
No hay imágenes guardadas
Asignar a:
Comentarios