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Transitioning from Other GLSL Environments

Uniforms

Description | Synesthesia | Shadertoy | ISF ------------ | ------------- The width and height in pixels | vec2 RENDERSIZE | vec3 iResolution | vec2 RENDERSIZE The index of the current pass | int PASSINDEX | N/A - code is written in separate buffers | int PASSINDEX float TIME | The time in seconds since the scene started rendering. float FRAMECOUNT | The number of frames since the scene started rendering. vec2 _xy | The current position of the pixel. Equivalent to gl_FragCoord.xy. vec2 _uv | The current normalized position of the pixel. Equivalent to gl_FragCoord.xy / RENDERSIZE. vec2 _uvc | The current normalized position of the pixel with aspect ratio correction, such that (0,0) will be in the center of the screen. A circle drawn with these coordinates will not appear stretched. const float PI | 3.14159...

Shadertoy: uniform vec3 iResolution; uniform float iTime; uniform float iTimeDelta; uniform float iFrame; uniform float iChannelTime[4]; uniform vec4 iMouse; uniform vec4 iDate; uniform float iSampleRate; uniform vec3 iChannelResolution[4]; uniform samplerXX iChanneli