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Shadertoy Renderer

Author: mino
Date: 21 Feb, 2016
Category: plugin
Credits:

shadertoy,OpenTK

Download

64bit

3-ShadertoyRenderer v0.3.zip
21 Sep, 2018 - 15:39
build on beta36 dx11
2-ShadertoyRenderer v0.2 dx11.zip
13 Mar, 2016 - 07:15
1-ShadertoyRenderer v0.2 dx9.zip
13 Mar, 2016 - 06:31
0-ShadertoyRenderer v0.1.zip
20 Feb, 2016 - 23:33

Description

Rendering GLSL fragment shader with shadertoy syntax and output vvvv texture(dx11).

shadertoy?

shadertoy is the web application to coding and sharing glsl fragment shader (pixel shader) using WebGL by Beautypi. if you not familiar with shadertoy, see https://www.shadertoy.com.

how to use

just input shader code and play. shader input(uniforms) and main(void) function are managed in renderer node. you don't need write it. other basic help, see shadertoy howto

input uniforms status

  • vec3 iResolution: ok
  • float iTime: ok (rename from iGlobalTime from v0.3)
  • float iTimeDelta: ok (from v0.2)
  • float iFrame: ok (from v0.2)
  • float iChannelTime<4>: no
  • vec4 iMouse: ok (fixed v0.2)
  • vec4 iDate: ok (from v0.2)
  • float iSampleRate: no
  • vec3 iChannelResolution<4>: no
  • samplerXX iChanneli: ok. use iChannel0,iChannel1,iChannel2,iChannel3

change log

v0.3(22.09.2018)

  • remove dx9 support
  • rename iGlobalTime to iTime

v0.2(13.03.2016)

  • dx11 support
  • add & fix input uniforms
  • multiple renderer support

work in progress

  • play even renderer hidden
  • video input and movie as texture

src

https://github.com/minoru-ito/ShadertoyRenderer

Note: no editor, Sound shader, VR shader.

Comments

Comments are no longer accepted.
Please create a new topic in the vvvv beta forum to discuss this contribution.
mino
21 Feb, 2016 - 07:16

some screenshots use below codes

https://www.shadertoy.com/view/Ms2SD1

https://www.shadertoy.com/view/4dXGR4

https://www.shadertoy.com/view/ldlXRS

agalloch21
21 Feb, 2016 - 07:18

So great!!! Thanks a lot!!!

DiMiX
21 Feb, 2016 - 11:02

great! very handy! thanks

colorsound
21 Feb, 2016 - 11:24

awesome ¡¡, thanks mino

tonfilm
21 Feb, 2016 - 11:50

stunning, really stunning!

graphicuserinterface
21 Feb, 2016 - 17:23

mega cool.

u7angel
21 Feb, 2016 - 18:09

sick

Noir
21 Feb, 2016 - 19:28

cool... waiting for dx11 version

everyoneishappy
22 Feb, 2016 - 02:03

Awesome!! +1 will also wait hopefully for dx11

isdzaurov
22 Feb, 2016 - 04:15

wow, greate!

tekcor
22 Feb, 2016 - 21:23

how cool is that :D

motzi
22 Feb, 2016 - 21:41

great stuff! thank you mino!

vjc4
22 Feb, 2016 - 21:56

Great!! Is it possible to use the code as a standar shader on vvvv so we can create new variables and use it with other nodes ?

mino
23 Feb, 2016 - 13:14

@vjc4 interesting but no plan about that. convert glsl to hlsl manually will best way, like this https://vvvv.org/contribution/shadertoys

bjoern
23 Feb, 2016 - 13:41

cg compiler driver by nvidia supposedly does automated translation from GLSL to HLSL. Haven't tried it though.

catweasel
23 Feb, 2016 - 21:57

@vjc4 just added a substitute sting patch for speeding up shader porting and the primatives raymarch example from shadertoy to the other page. The patch only gives you a start, you'll have to go and fix any(!) errors, mostly matrices without the right number of entries I think...

vjc4
24 Feb, 2016 - 00:03

https://www.dropbox.com/s/vek5x296vqe7u8g/quick.jpg?dl=0

vjc4
24 Feb, 2016 - 00:37

@catweasel yeah! it worked perfectly

499reality
25 Feb, 2016 - 11:26

really great job. thanks

mino
13 Mar, 2016 - 07:16

dx11 support now!

Noir
13 Mar, 2016 - 09:59

bigup for dx11 support

sinus
14 Mar, 2016 - 08:13

thank you!

tonfilm
14 Mar, 2016 - 18:24

hi @mino awesome work! i had a quick peek inside the dll and saw that the DX11 version uses a fast blockwise copy of the pixels. for the DX9 version you can also use a blockwise copy method, we have some example code here:

https://github.com/vvvv/vvvv-sdk/blob/develop/vvvv45/src/core/Utils3rdParty/SlimDX/TextureUtils.cs

or do you plan to open source the code on github or so?

mino
15 Mar, 2016 - 12:51

@tonfilm hi, i forgot to add src link. https://github.com/minoru-ito/ShadertoyRenderer also added url to description. original texture is flipped vertically, so reverse it for vvvv

dr_qatz
09 Apr, 2018 - 11:34

Hello,Minoru! To an unpleasant surprise for myself, I discovered that Shadertoy renderer (DX11) is not working in 50beta36 (red node), can you fix it?

mc2568
18 Apr, 2018 - 14:21

I also got a red node, but I think it's more of a DX11 problem. The Shadertoy Renderer needs "IDX11ResourceProvider" but this was removed from DX11 versions 1.0.0 and later. After I downgraded to DX11 0.7.1, it worked.

andresc4
19 Apr, 2018 - 04:47

any updates on the latest dx11 pack?

mrboni
02 Aug, 2018 - 19:51

b36 dx11 version

Still only supports Open GL 1.3 so some newer shader functions don't work. (updating to OpenGL4 looks like a lot of work) Also doesn't support Shadertoy's multiple passes

Feel free to add to revisions above

https://www.dropbox.com/s/k6yiie22a36xl56/ShadertoyRenderer%20v0.2%20dx11%20b36.zip?dl=1

mino
06 Aug, 2018 - 08:33

i didn't take care this plugin recently. it seems i need to update.

@mrboni thanks, i'll check later ;)

mino
21 Sep, 2018 - 15:43

build with beta36 and latest dx11. it should be work now. there is no new feature with v0.3

tonfilm
22 Sep, 2018 - 17:35

thanks for the update @mino!

metrowave
22 Sep, 2018 - 21:19

Just had loads of fun with this, works great now, cheers @mino!

jib
29 Jan, 2020 - 10:37

hi mino, I'm trying to use it with this code https://www.shadertoy.com/view/ltyGRV with vvvv beta36, DX11. but I got this error log :

fragment shader:
0(32) : warning C7532: global function texture requires "#version 130" or later

any suggestion how to solve it ? thanks!

mino
12 Feb, 2020 - 00:46

jib i'll check it.

mino
20 Mar, 2020 - 17:01

jib i tried that code with beta36, but cannot see that error log. could you upload files to reproduce your error? thanks.

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