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Make compatible with Shadertoy.com?

See original GitHub issue

I tried pasting in a shader from shadertoy.com but it doesn’t look like the names are the same. Is there an easy way to do this?

Otherwise I can add some kind of alias system for each variable, so it checks both mouse (ShaderEditor) and iMouse (ShaderToy) and binds to whichever one the script is using. Does that sound like a good idea?

Issue Analytics

  • State:open
  • Created 7 years ago
  • Reactions:1
  • Comments:6 (2 by maintainers)

github_iconTop GitHub Comments

1reaction
markusfischcommented, Sep 20, 2016

Great!

But what I meant by conversion was more like a string replacement than searching the shader for both symbols. I think supporting both sets will lead to fragmentation. So I’d try to replace ShaderToy names when importing with their existing counterparts (and add new uniforms where necessary).

Another option would be do it the other way round and change everything to work in ShaderToy. Existing shaders could be changed automatically. Probably more work and there may be inconsistencies because the app works a bit different than ShaderToy (there are uniforms that do not exist on ShaderToy, using samplers is name based and not channel based and so on).

I just don’t want to carry the burden of two name sets around 😃

1reaction
markusfischcommented, Sep 20, 2016

Yes, the names of the uniforms are more similar to GLSL Sandbox than ShaderToy. At the moment, there’s no automatic conversation unfortunately. But that would be nice of course!

I’d go for conversion rather than supporting both sets because that would have to happen just once. Also, ShaderToy has some uniforms (and cool features) that the app doesn’t support yet. And a different way of handling samplers too (channel names instead of object names).

That said, I definitely want to support importing from ShaderToy and I too think that would really be a great feature. But there are a couple of issues I probably need to fix first: the app doesn’t support multi pass shaders yet and ShaderToy sources are quite big sometimes and Android’s highlighting method gets really slow at about 500+ loc. So right now it’d be a sub optimal experience I think.

But I’m on it and it will happen.

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