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-rwxr-xr-xtools/shadertoy/convert_shadertoy.py6
-rw-r--r--workspaces/main/shaders/scene1.wgsl4
2 files changed, 7 insertions, 3 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;
diff --git a/workspaces/main/shaders/scene1.wgsl b/workspaces/main/shaders/scene1.wgsl
index b0ec2ab..7af3811 100644
--- a/workspaces/main/shaders/scene1.wgsl
+++ b/workspaces/main/shaders/scene1.wgsl
@@ -246,7 +246,9 @@ fn effect(p: vec2<f32>) -> vec3<f32> {
}
@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;
var col = effect(coord);