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###Uniforms have been renamed
uniform sampler2D texture; // iChannel0 in Shadertoy uniform vec2 sketchSize; // iResolution in Shadertoy
###Main is changed
void mainImage( out vec4 fragColor, in vec2 fragCoord ) // becomes void main( void )
###Other renaming
// fragCoord and fragColor had to be renamed into gl_FragCoord gl_FragColor
###Y axis adjustment not required
processing coordinates are inverted comment out or remove adjustment as in example glsl fragment
vec2 uv = coords / sketchSize.xy; // processing is already using inverted y coordinates // uv.y = 1.0-uv.y;
###To make the shader compatible with OpenGL ES and WebGL
insert the following at top of shader
#ifdef GL_ES precision mediump float; precision mediump int; #endif
###Other defines for processing shaders
See processing tutorial eg
// This line is optional from Processing 2.1 and up #define PROCESSING_TEXTURE_SHADER