diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-10 18:26:38 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-10 18:26:38 +0100 |
| commit | cb5cdbfb55cfa0185b2489ada75ff846f8aeab02 (patch) | |
| tree | 91f5414631bf849e9e5f3bf46f72ea383cda6373 /tools | |
| parent | 28b6d0940497d38bc1b1829f4fb7266a54636ee6 (diff) | |
fix: Flip Y-axis to match ShaderToy coordinate convention
ShaderToy uses bottom-left origin with Y-up, but our system uses
top-left origin with Y-down. Added Y-flip in fragment shader to
correctly display ShaderToy effects.
**Changes:**
- workspaces/main/shaders/scene1.wgsl: Flip Y before coordinate conversion
- tools/shadertoy/convert_shadertoy.py: Generate Y-flip in all conversions
**Formula:**
```wgsl
let flipped = vec2<f32>(p.x, uniforms.resolution.y - p.y);
```
This ensures ShaderToy shaders display right-side up.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'tools')
| -rwxr-xr-x | tools/shadertoy/convert_shadertoy.py | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/tools/shadertoy/convert_shadertoy.py b/tools/shadertoy/convert_shadertoy.py index 48201bc..2f402cc 100755 --- a/tools/shadertoy/convert_shadertoy.py +++ b/tools/shadertoy/convert_shadertoy.py @@ -113,9 +113,11 @@ def convert_shadertoy_to_wgsl(shader_code): # Indent main body indented_main = '\n'.join(' ' + line if line.strip() else '' for line in converted_main.split('\n')) - # Build fragment function + # Build fragment function with Y-flip for ShaderToy convention fragment = f"""@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {{ - let q = p.xy / uniforms.resolution; + // Flip Y to match ShaderToy convention (origin at bottom-left) + let flipped = vec2<f32>(p.x, uniforms.resolution.y - p.y); + let q = flipped / uniforms.resolution; var coord = -1.0 + 2.0 * q; coord.x *= uniforms.resolution.x / uniforms.resolution.y; |
