v4k-git-backup/engine/art/shaders/header_shadertoy.glsl

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//version 130
#define texture2D texture
uniform float iGlobalTime; // shader playback time (in seconds)
uniform float iGlobalDelta; // ??
uniform float iGlobalFrame; // ??
uniform float iSampleRate; // ??
uniform float iTime; // ??
uniform int iFrame; // ??
uniform float iChannelTime[4]; // channel playback time (in seconds)
uniform vec2 iResolution; // viewport resolution (in pixels)
uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform vec3 iOffset; // ?? (0,0,0)
uniform vec4 iMouse; // mouse pixel coords. xy: hover, zw: LMB click)
uniform vec4 iDate; // (year, month, day, time in seconds)
uniform sampler2D iChannel0; // input channel 0 /*sampler%s*/
uniform sampler2D iChannel1; // input channel 1
uniform sampler2D iChannel2; // input channel 2
uniform sampler2D iChannel3; // input channel 3
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in vec2 texCoord;
out vec4 fragColor;
void mainImage( out vec4 fragColor, in vec2 fragCoord );
void main() {
mainImage(fragColor, texCoord.xy);
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}