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| author | skal <pascal.massimino@gmail.com> | 2026-02-10 17:47:15 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-10 17:47:15 +0100 |
| commit | ae810e1a9c68d05bee254ef570fbb0e783e25931 (patch) | |
| tree | 407f3d7d8e03da07d8f7995df78d37be7d1f32c1 /tools/shadertoy/template.h | |
| parent | f3c7ef8cd612f5ac908f39310c4c11566879313f (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>
Diffstat (limited to 'tools/shadertoy/template.h')
| -rw-r--r-- | tools/shadertoy/template.h | 41 |
1 files changed, 41 insertions, 0 deletions
diff --git a/tools/shadertoy/template.h b/tools/shadertoy/template.h new file mode 100644 index 0000000..2e4af5f --- /dev/null +++ b/tools/shadertoy/template.h @@ -0,0 +1,41 @@ +// This file is part of the 64k demo project. +// ShaderToy effect boilerplate - REPLACE THIS LINE WITH DESCRIPTION +// TODO: Update description, rename class, adjust parameters + +#ifndef SHADERTOY_EFFECT_H_ +#define SHADERTOY_EFFECT_H_ + +#include "gpu/effect.h" +#include "gpu/effects/post_process_helper.h" +#include "gpu/uniform_helper.h" + +// TODO: Rename class to match your effect (e.g., TunnelEffect, PlasmaEffect) +class ShaderToyEffect : public Effect { + public: + // TODO: Add constructor parameters for tunable values + ShaderToyEffect(const GpuContext& ctx); + ~ShaderToyEffect() override; + + void init(MainSequence* demo) override; + void render(WGPURenderPassEncoder pass, float time, float beat, + float intensity, float aspect_ratio) override; + + private: + // TODO: Add effect-specific parameters here + // Must match WGSL struct exactly - use padding for 16-byte alignment + struct ShaderToyParams { + float param1; + float param2; + float _pad[2]; // Padding to 16 bytes + }; + static_assert(sizeof(ShaderToyParams) == 16, + "ShaderToyParams must be 16 bytes for WGSL alignment"); + + MainSequence* demo_ = nullptr; + WGPURenderPipeline pipeline_ = nullptr; + WGPUBindGroup bind_group_ = nullptr; + WGPUSampler sampler_ = nullptr; + UniformBuffer<ShaderToyParams> params_; +}; + +#endif /* SHADERTOY_EFFECT_H_ */ |
