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