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authorskal <pascal.massimino@gmail.com>2026-02-10 17:47:15 +0100
committerskal <pascal.massimino@gmail.com>2026-02-10 17:47:15 +0100
commitae810e1a9c68d05bee254ef570fbb0e783e25931 (patch)
tree407f3d7d8e03da07d8f7995df78d37be7d1f32c1 /tools/shadertoy/example.txt
parentf3c7ef8cd612f5ac908f39310c4c11566879313f (diff)
feat: Add ShaderToy conversion tools
Add automated conversion pipeline for ShaderToy shaders to demo effects: - convert_shadertoy.py: Automated code generation script - Manual templates: Header, implementation, and WGSL boilerplate - Example shader: Test case for conversion workflow - README: Complete conversion guide with examples Handles basic GLSL→WGSL conversion (types, uniforms, mainImage extraction). Manual fixes needed for fragColor returns and complex type inference. Organized under tools/shadertoy/ for maintainability. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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+// Example ShaderToy shader for testing convert_shadertoy.py
+// Simple animated gradient effect
+//
+// Test with:
+// ./tools/shadertoy/convert_shadertoy.py tools/shadertoy/example.txt Rainbow
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord) {
+ // Normalized pixel coordinates (from 0 to 1)
+ vec2 uv = fragCoord / iResolution.xy;
+
+ // Center coordinates
+ vec2 center = uv - 0.5;
+
+ // Distance from center
+ float dist = length(center);
+
+ // Animated rainbow colors
+ vec3 col = 0.5 + 0.5 * cos(iTime + dist * 10.0 + vec3(0.0, 2.0, 4.0));
+
+ // Pulsing effect
+ col *= 1.0 + 0.2 * sin(iTime * 2.0);
+
+ // Output to screen
+ fragColor = vec4(col, 1.0);
+}