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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.wgsl | |
| 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.wgsl')
| -rw-r--r-- | tools/shadertoy/template.wgsl | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/tools/shadertoy/template.wgsl b/tools/shadertoy/template.wgsl new file mode 100644 index 0000000..37e7def --- /dev/null +++ b/tools/shadertoy/template.wgsl @@ -0,0 +1,90 @@ +// ShaderToy conversion template for 64k demo project +// TODO: Paste ShaderToy mainImage() function below and adapt + +@group(0) @binding(0) var smplr: sampler; +@group(0) @binding(1) var txt: texture_2d<f32>; + +#include "common_uniforms" + +@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; + +// TODO: Define your effect parameters (must match C++ struct) +struct ShaderToyParams { + param1: f32, + param2: f32, + _pad0: f32, + _pad1: f32, +} + +@group(0) @binding(3) var<uniform> params: ShaderToyParams; + +// Standard fullscreen triangle vertex shader +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1.0, -1.0), + vec2<f32>(3.0, -1.0), + vec2<f32>(-1.0, 3.0) + ); + return vec4<f32>(pos[i], 0.0, 1.0); +} + +// ============================================================================ +// PASTE SHADERTOY CODE HERE +// ============================================================================ +// ShaderToy → WGSL conversion notes: +// +// 1. Replace ShaderToy uniforms: +// iResolution.xy → uniforms.resolution +// iTime → uniforms.time +// fragCoord → p.xy (from @builtin(position)) +// fragColor → return value +// +// 2. Coordinate conversion: +// vec2 uv = fragCoord / iResolution.xy; +// becomes: +// let uv = p.xy / uniforms.resolution; +// +// 3. Type syntax changes: +// float → f32 +// vec2/vec3/vec4 → vec2<f32>, vec3<f32>, vec4<f32> +// mat2/mat3/mat4 → mat2x2<f32>, mat3x3<f32>, mat4x4<f32> +// +// 4. Function syntax: +// float foo(vec2 p) → fn foo(p: vec2<f32>) -> f32 +// +// 5. Common functions (mostly same): +// mix, sin, cos, length, normalize, dot, cross, etc. +// fract() → fract() +// mod(x, y) → x % y OR x - y * floor(x / y) +// +// 6. Texture sampling: +// texture(iChannel0, uv) → textureSample(txt, smplr, uv) +// +// 7. Variable declarations: +// float x = 1.0; → var x: f32 = 1.0; OR let x = 1.0; +// const float x = 1.0; → const x: f32 = 1.0; +// +// 8. Swizzling is the same: col.rgb, uv.xy, etc. +// +// ============================================================================ + +@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { + // TODO: Paste and adapt ShaderToy mainImage() body here + + // Example coordinate setup (typical ShaderToy pattern): + let uv = p.xy / uniforms.resolution; + + // TODO: Your effect code here + var col = vec3<f32>(uv.x, uv.y, 0.5); + + // Optional: Sample previous frame + // var prev_col = textureSample(txt, smplr, uv); + + // Optional: Audio reactivity + // col *= 1.0 + uniforms.audio_intensity * 0.2; + + // Optional: Beat sync + // col *= 1.0 + uniforms.beat * 0.1; + + return vec4<f32>(col, 1.0); +} |
