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Shadertoy by Rgba [web]
[nfo]
screenshot added by iq on 2009-12-21 12:07:15
platform :
type :
release date : december 2009
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popularity : 74%
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alltime top: #621
  • iq iq [code]
added on the 2009-12-21 12:07:15 by iq iq

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The WebGL experiment of the weekend. You can edir shaders on the fly in the browser, feed the shader with online textures, and get online text shaders.

There are few preset exampels with shaders from a few productions by rgba, auld, and others (as I update next days).

Can be cool to make quick prototypes when you have an idea and don't have your compiler+gl framework handy.

The bad news, needs a WebGL enabled browser (like Firefox 3.7), but this should not be a problem in a few months now.
added on the 2009-12-21 12:11:16 by iq iq
wonderful iq :). good job!
rulez added on the 2009-12-21 12:20:47 by decipher decipher
it doesn't work on Firefox 3.7a1pre nightly build on Mac OS X though :(.
added on the 2009-12-21 12:24:06 by decipher decipher
Awesome
rulez added on the 2009-12-21 12:30:48 by tonic tonic
boah, that rulezz!!!
rulez added on the 2009-12-21 13:57:51 by Al3x Al3x
Sweet.
rulez added on the 2009-12-21 13:59:51 by raer raer
But changing presets and resizing windows won´t work for FF 3.7a.
added on the 2009-12-21 14:05:55 by Al3x Al3x
i thought the latest chrome beta would support webgl
:D kickass
rulez added on the 2009-12-21 14:43:10 by panic panic
nice one!
rulez added on the 2009-12-21 15:30:48 by psenough psenough
yay!
rulez added on the 2009-12-21 15:39:18 by toxie toxie
thanks iq, seems quite cool, although i haven't yet installed any webgl compliant browser... i'll give it a try whenever i can get my hand on a stable webgl browser!
rulez added on the 2009-12-21 15:45:08 by xoofx xoofx
awesome \m/
...
rulez added on the 2009-12-21 15:51:50 by Georgy^NRS Georgy^NRS
cutting edge!
rulez added on the 2009-12-21 16:29:23 by parcelshit parcelshit
nice!
please set style="font-color:white" on the textarea, with black main font in the OS I get black-on-black so the text is invisible..
rulez added on the 2009-12-21 16:37:32 by jaw jaw
err, my bad, style="color:white" of course
added on the 2009-12-21 16:39:47 by jaw jaw
Cool!

Btw, you're writing non-compliant glsl there IQ - nvidia's sloppy compiler will let it slip but ati's gives a ton of errors. Whenever you're using floats, you need to put eg. 1.0 instead of 1. That fixed the few I tried out.
added on the 2009-12-21 16:42:00 by psonice psonice
that's what web2.0 was made for! :)
rulez added on the 2009-12-21 16:44:11 by v3nom v3nom
could you link to what you're using? i've tried a couple firefox nightly builds with no luck
rulez added on the 2009-12-21 17:02:22 by PENETRATOR PENETRATOR
looks promising !

but eventho Opera 10.10 and Chrome dont give me the

"This demo requires a WebGL-enabled browser." - Hint

it doesnt load any preset as it seems...need to install webGL or sth ?
omfg there's no word ! atomic !
rlz rlz rlz rlz rlz rlz rlz
rulez added on the 2009-12-21 17:21:39 by krabob krabob
you got to enable webgl with url "about:config" under FF3.7
added on the 2009-12-21 17:23:50 by krabob krabob
absolutely rulez !

chrome: subscribe to dev-channel and add
--enable-webgl --no-sandbox
to your chrome-command-line !

rulez added on the 2009-12-21 17:35:32 by ɧ4ɾɗվ. ɧ4ɾɗվ.
aah, yes :

wishlist: fps-count ( tickbox for on/off ;) )
rulez added on the 2009-12-21 17:55:55 by wullon wullon
thanks krabob

soooooooooooo smooooooooooooth.........
Works in Safari (well WebKit nightly build) for OS X, nice and smooth. Had to patch the float numbers to as n.0 instead of just n though. Would be nice with a full WebGL demo some day :-)
rulez added on the 2009-12-21 19:58:49 by evil evil
Nice! Will start playing with it right now :)
rulez added on the 2009-12-21 20:23:35 by xTr1m xTr1m
just for the record:

changing n to n. works aswell already! so just some dots missing for glsl !
iq never stops.
rulez added on the 2009-12-21 21:00:50 by superplek superplek
i need a guide at shading instructions :(
this is too cool
rulez added on the 2009-12-21 21:21:00 by whynot2000 whynot2000
nice
rulez added on the 2009-12-21 21:47:50 by red red
win
rulez added on the 2009-12-21 22:04:48 by snoutmate snoutmate
is it possible to make this works in ff using a plugin?
added on the 2009-12-21 22:34:44 by Tigrou Tigrou
for a first..great stuff.
rulez added on the 2009-12-21 22:52:46 by button button
whynot2000:
cant be that hard !
http://en.wikipedia.org/wiki/Shader
search-machines got invented before internet was accessed to everyone !
Yeah!
rulez added on the 2009-12-22 01:49:38 by ham ham
Forgot thumb :)

Anyone using the webkit nightly build on osx, you need to run this in terminal to enable webgl:
defaults write com.apple.Safari WebKitWebGLEnabled -bool YES
added on the 2009-12-22 09:59:16 by psonice psonice
Stupid thumb!
rulez added on the 2009-12-22 09:59:32 by psonice psonice
jaw, thx, I fixed the font color in the textarea :)

psonice, yep I got lazy since I got an nvidia card. I have used 3DLabs GLSL validator and fixed the .0 and few other issues too. I hope all the shaders work now in all cards.

I have also added Do It At The Disco and Monjori to the presets... Hope the authors don't disagree.

hArDy, I will add the fps counter, good idea!
added on the 2009-12-22 10:26:51 by iq iq
works like a charm in Chrome but my computer sure did got sluggish running some of those shaders :) Brilliant idea, lovely done!
rulez added on the 2009-12-22 10:34:39 by ekoli ekoli
Anyone know of a link to a "portable"-version of any of the WebGL-supporting browsers (ie. so I don't have to install over my normal firefox/chrome installs)?
It'd be fund to give this a try!
added on the 2009-12-22 11:01:42 by Sdw Sdw
iq: now it works on Mac OS X Firefox 3.7a1pre 2009-12-21 build (that is, yesterday night).
added on the 2009-12-22 12:04:54 by decipher decipher
great decipher! Could you port the scene of the spheres of Muon Baryon?

Sdw, you don't have to install over anything; in fact Firefox 3.7 can coexist in your sysem with your current 3.5 without any trouble. http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation

added on the 2009-12-22 12:26:32 by iq iq
iq: yep, doing :)
added on the 2009-12-22 12:57:23 by decipher decipher
so the new way of running 4k's is online in your browser?
added on the 2009-12-22 13:32:22 by v3nom v3nom
promising :]
rulez added on the 2009-12-22 13:46:08 by nula nula
@d3adlydessert: I guess that compression is feasible (using for example png container, although it's far from being as efficient as crinkler's method) but i'm afraid that realtime sound synthesis is going to be impossible in a web browser... (sound is often considered as the fifth wheel...)
added on the 2009-12-22 13:48:48 by xoofx xoofx
iq: cool, seems to all work now. If only people would use the glsl validator on their demos before releasing :)
added on the 2009-12-22 13:53:22 by psonice psonice
u___u no luck getting webGl to work on my laptop with a Mobile Intel 965 Express

Good work though
rulez added on the 2009-12-22 14:05:01 by p01 p01
still in firefox, running webGL in fullwindow with 1920x1200 (linux) resolution it's flickering etc.. seems they're doing some software compositing or some other icky stuff, not a clean path. there should be some way to set the WebGLContextAttributes in the getContext function but I can't find how to do that / maybe it's not implemented in firefox yet... In the spec it says "javascript interface", isn't that an object that you could initialize like:

foo = new WebGLContextAttributes();
foo.set('foo','bar');
myContext = ...getContext('webgl', a);
added on the 2009-12-22 14:48:45 by jaw jaw
wow, great work! works fine in the latest FF 3.7 nightly.
rulez added on the 2009-12-22 15:03:04 by glow glow
it works great, as i said earlyer, but the options don't seem to work (FF nightly 3.7)
the checkboxes do nothing, and changing resolution makes the applet disappear
Nice one. Any chance for HLSL version? ;)
rulez added on the 2009-12-22 17:11:43 by KK KK
Waiting for Opera to support WebGL :(
added on the 2009-12-22 17:17:02 by xernobyl xernobyl
Great! It would be cool to integrate this into upcoming displayhack (btw. any news on that?).
rulez added on the 2009-12-22 17:27:00 by masterm masterm
About Opera, bare in mind that they are in the WebGL working group so you can be sure that we have top men working on it.

Dunno if it'll be in 10.50 when it'll reach final but for now 10.50 feature the new JS engine with JIT, lib VEGA ( the hw backend for *all* the painting operations of the browser ) and more CSS3 stuff
added on the 2009-12-22 17:39:18 by p01 p01
Excellent =]
rulez added on the 2009-12-22 20:22:56 by Buckethead Buckethead
My sources at Opera say it's already working internally... I was hoping there was a labs version supporting it but no go.
added on the 2009-12-22 20:57:11 by xernobyl xernobyl
so only kid on the block not wanna play is MS. will it stay like that forever? perhaps they could for once bury their pride...
added on the 2009-12-22 21:32:24 by jaw jaw
Thanks a LOT for this one! :)
rulez added on the 2009-12-22 21:44:58 by -SP- -SP-
"pre nightly build...mMm..." (c) Homer
added on the 2009-12-22 22:39:01 by Photon Photon
i can finally try it... and its good !

@sdw (and the others who want to quickly try it) :
you can download the latest version of chrome that doesnt require any installation :
http://build.chromium.org/buildbot/continuous/win/LATEST/
just download it, run it (chrome.exe --no-sandbox --enable-webgl) and enjoy (answer no to default browser question)

@iq
its a very good idea to include 1k/4k shaders as samples. most of the time i release sources with the idea it can maybe be useful for someone, and best place to put sources is in a tool like this :)
unfortunatly, i cannot watch disco because everytime browser crashes (on both chrome & ff 3.7). and being the author of that stuff i feel a little bit frustrated :(
anyone having same issue?
rulez added on the 2009-12-22 23:09:13 by Tigrou Tigrou
+1 about seeing the source of so many cool shaders.

xernobyl: well ... huh ... there's also this thing I mentioned in the webGL thread which might explain why Opera has been reluctant to to talk much about webGL let alone release a webGL build early on.
added on the 2009-12-22 23:56:43 by p01 p01
Runs like a charm on OS X. Can't wait to see this work in Webkit nightlies too.
added on the 2009-12-23 00:34:36 by Shifter Shifter
Got it running now (thanks Tigrou and iq).
Very nice tool, I've never tried shader-coding before, but this makes it very easy to just start exmperimenting!
rulez added on the 2009-12-23 01:05:17 by Sdw Sdw
cute :)
rulez added on the 2009-12-23 03:03:50 by ferris ferris
added the framerate monitor, and a couple of shaders too.
added on the 2009-12-24 11:15:43 by iq iq
Hey, XT98 donated the code of To The Road Of Ribbon by FRequency . Thx very much!
added on the 2009-12-25 00:48:58 by iq iq
"95", of course...!
added on the 2009-12-25 00:56:07 by iq iq
Thx YOU :) !
If can I make this prod, it's because YOU exist ;)
added on the 2009-12-25 01:01:11 by Anat Anat
and thx too for this tool
rulez added on the 2009-12-25 01:03:07 by Anat Anat
Great and fun and educational!
rulez added on the 2009-12-27 23:46:11 by andr00 andr00
ace, once again
this looks like spam, but I´m very excited to announce we got Lunaquatic in ShaderToy too! This is the first real complete intro that goes into the tool, with different scenes and all (now it probably makes sense to have time display and pause/resume/rewind buttons for time?)

I have added several other shaders too, a radial blur and a motion blur experiment included, plus some tunnels and deforms.

Send me your shaders!
added on the 2009-12-28 22:34:10 by iq iq
oops, megacheers to xTr1m of course, thx for this Christmas gift!
added on the 2009-12-28 22:34:55 by iq iq
iq: A suggestion: It would be nice to be able to start/stop rendering (a checkbox maybe?). Some shaders run so slow that I can't edit the code becasue everything literally crawls.
added on the 2009-12-28 23:57:08 by masterm masterm
iq, what have you done? There are no excuses left to avoid shaders anymore ;(

Feature requests:
 mandelbulb preset ;)
 resolution should be a text input (slow machine, want 160×100)

Bugs (v0.1, Chromium 4.0.284.0, nVidia 9300M GS)
 myXResolutions option 200 is 320
 changing resolution after changing text size breaks
 pause doesn't work (there are two id="myPauseButton")
rulez added on the 2009-12-29 00:56:03 by rrrola rrrola
Good suggestions.

Features/Fixes:
- resolution is a text input (not working in Windows+Mozilla)
- pause/resume works now

I didn't understand bug "changing resolution after changing text size breaks". What is it?

Mandelbulb will come for sure :)

added on the 2009-12-29 03:33:44 by iq iq
Hack for Mozzila/old FF: use onblur instead of onchange. (Full onchange emulation: onfocus store input value, onblur run original routine if value changed).

Bugs:
- double Presets text
- rendering area doesn't change during browser zooming, although the canvas size does (could be a Webkit bug/feature)
- after a Preset change, resolution stays the same, but displays as 512×384

Feature request: interactive shaders

Add an editable Javascript function that runs before every frame.
Input: normalized mouse position (if in canvas), mouse button state, and time.
Output: modifies the model view matrix, which would be ignored in the vertex shader, but passed as an additional uniform mat4 to the fragment shader.
Uses: any user interaction with frame state that fits in 16 floats. Mandelbrot zooming in areas that you like, freeform flying in 3D scenes, arcball rotation of procedural objects, parameter exploration of quaternion Julias… it would rock so hard ;)
added on the 2009-12-29 13:03:31 by rrrola rrrola
:)
rulez added on the 2009-12-30 01:01:53 by texel texel
Seeing the silexis columns in real time is enough for three thumbs. The collection of shaders is worth another. OK, as bribery, CDC promise for adding mandelbulb.
rulezcdc added on the 2009-12-31 07:30:35 by auld auld
wow. pron. love it. amazing. fantastic. sexual.

What a great tool.

I got it working with FF 3.7a1pre. Had to go to about:config and enable WebGL.
rulez added on the 2010-01-01 03:14:02 by Voltage Voltage
only coding c64 stuff, its great to have some insight on what is all this shader blabble about :P :)
rulez added on the 2010-01-01 06:02:12 by Oswald Oswald
thumb up, but it's (like werkzeug) still too complicated and coder egg-head oriented. give us new demomaniac, please :)
rulez added on the 2010-01-01 19:52:58 by AzzaroMWI AzzaroMWI
well, it's supposed to be used BY coders, so I suppose it's ok :)

done:
- little bug fixe (for rrrola)
- Mandelbulb shader (slow!)
- Leizex procedural image (very slow!!!!)
- Fixed the monster of Slisesix
- Other minor shaders

todo:
- custom interactive js code (for rrrola)
- Muon Baryon still missing...
- More contributions missing!

Auld, gimme gimme gimme the thumb up!

added on the 2010-01-06 10:42:36 by iq iq
Tonight is the big christmas day in Spain, when the gifts are given to kids. I wish I could wake up and find these shaders in my email:

- rudebox (motorbike, torus begining) (gopher?)
- photonrace (archee?)
- sult (tunnel with ring walls and red worm) (psycho?)
- tracie (mentor?)
- untraceable (mentor?)
- yeswecan (decipher?)

(it is worth a try...)
added on the 2010-01-06 10:45:45 by iq iq
Done and happy Christmas iq.
added on the 2010-01-06 12:04:16 by auld auld
thanx for the mandelbulb! absolutely brain melting!
added on the 2010-01-06 16:18:03 by toxie toxie
Instant awesome.
rulez added on the 2010-01-06 17:45:58 by cxnull cxnull
Great update! Really nice mandelbulb! Strange thing is that the Slicesix doesn't work on my ati 5770 and/or firefox3.7apre1... i'll check it ouside the browser...
iq, afaik sult is in glsl, and for muon, the sourcecode is available in their zip prod...but ok, it's in a compressed form + some templating that should be translated in plain glsl... (but yeah, not sure they want also to have a plain commented version of their great muon baryon on the shadertoy!;) )
For rudebox, it's using d3dx/hlsl with a fbm 3D noise that would require more work to translate it to a webgl with only a texture2D implem available... For mentor's work, i guess he is using mostly hlsl... YesWeCan and Photonrace2 are also both written in hlsl.
added on the 2010-01-06 18:22:23 by xoofx xoofx
@lx: the killer part with Muon Baryon is simply the vertex shader controls the camera and translation, and it's too much of a hack how the pieces are stitched together in runtime.

On the other hand, iq: for yeswecan you should see Ized and not me :). It's not a YUP prod.
added on the 2010-01-06 18:24:38 by decipher decipher
@Decipher, oh, ok, i didn't have a deep look at your code, but yes, it makes sense to put the camera inside the vertex shader... some prods are putting it in the pixel shader, but that's a -even small - performance penalty...
added on the 2010-01-06 18:33:15 by xoofx xoofx
^^(camera in the pixel shader => save a few bytes avoiding vertex shader...)
added on the 2010-01-06 18:35:20 by xoofx xoofx
Lunaquatic does its camera in the PS. Btw, iq, you are still welcome to include Valleyball in shader toy. For that you need to replace some uniform variables that are used for music synching with constants, and you're done.
added on the 2010-01-06 19:59:10 by xTr1m xTr1m
has anyone try this ?
added on the 2010-01-06 20:18:34 by Tigrou Tigrou
@tigrou, interesting, thanks for the link... on the opposite, it would have been great if it could translate glsl to hlsl as well ;)
added on the 2010-01-06 21:27:05 by xoofx xoofx
@lx, I have the shaders of Sult since a a week, and also the ones for CloudDreams. I also had the one for Tracie once, ported to GLSL (hacked by a friend). But I don't to include any shader without proper permission of the authors or unless a public release of the shader has been done already. And anyway, the difficult part is to set the right values to all the uniforms and matrices that usually is done in the CPU side, so in the end is better to count with the help of the authors anyway.

xTr1m, I need the camera movement too I guess.

Decipher, the cam movement has to be done in the FS for it to work in shadertoy :(

added on the 2010-01-07 04:44:36 by iq iq
iq: the only thing C++ does with the camera is create the modelview Matrix with this line of code:
Code: glRotatef(-90.0f * lf_Time - 90.0f, 0, 1, 0);
which can be easily created in the PS as well. All the rest is done in the PS, just like Lunaquatic.
added on the 2010-01-07 14:10:02 by xTr1m xTr1m
Finally got around to install a webgl enabled browser...
Nice for quick, accesible toying around, but for any more serious use I would recommend RenderMonkey.
Feature reqs: (but keep it simple, to differentiate from the big tools):
*Single-frame mode (could just a single render when pressing compile while paused) - good for procedural images
*online ati(/nvidia) shader validation - I've been thinking of doing a simple webservice for this for some time, doing glsl compilation on a suitable equipped server, but it's mostly a question of someone providing the server(s), including potential security issues. And how much interest it would have.

Iq, there's a late xmas present in your inbox (yesterday evening became a bit too busy)
rulez added on the 2010-01-07 22:44:41 by Psycho Psycho
yey, added Sult and Valleyball. Thx guys!
added on the 2010-01-10 05:54:22 by iq iq
Thanks for this nice tool and for this awesome shader code to study (thanks to all authors).
I promise you one CDC when a new one is enabled for me.
BB Image
rulez added on the 2010-01-10 14:34:07 by rbz rbz
The comments on Valleyball include the comments on sult, please remove :)

And btw, here goes my CDC!
added on the 2010-01-10 15:16:19 by xTr1m xTr1m
VERY nice! good learning tool :)
rulez added on the 2010-01-10 23:42:46 by BarZoule BarZoule
oppps, xTr1m. Fixed.

main features in the to-do list:
- rrrola's custom js function to customize input
- interactive mouse/keyb input
- one shot render (Psycho), although it can be done already by simply pausing the rendering
- online glsl validator? (based on Phychos idea or in GLSLValidate
- online hlsl2glsl? (based on Togrous suggestion

I'm just thinking it might become too complex and intimidating indeed and therefore not different to other similar tools.
added on the 2010-01-11 01:58:43 by iq iq
<3
rulez added on the 2010-01-11 02:36:15 by iks iks
I'm really missing some mouse input. It was there for a while, why is it commented out? Using the mouse can really help for prototyping new effects!
added on the 2010-01-13 13:22:32 by xTr1m xTr1m
This tool is really very cool! :)

Feature request / suggestion:

- GLSL syntax highlighting

- Dynamic resolution (Fixed framerate based on last frame render time duration)


Ok.
added on the 2010-01-16 16:17:05 by Scooter Scooter
Hey, added some mouse input and other stuff:

- added one shot render (useful for procedural graphics): hitting "compile" forces a refresh of the render window
- added line number to shader editor
- added "uniform vec2 resolutions;" for accessing viewport dimensions (now can compute aspect ratio)
- removed "p" as input (broke backward compatibility) Compute your local pixel coords as gl_FragCoord.xy/resolution.xy
- added "uniform vec4 mouse;" has the mouse coords. Compute your local mouse coords as mouse.xy/resolution.xy

coming soon:
- F5 shortcut for "Compile"
- syntax highlighting
- more interesting examples
- faster slisesix and leizex

coming (sometime) later:
- load shader from other domains and ability to load/save presets
- custom js function to customize input only in "advanced mode"
- hlsl2glsl ...
added on the 2010-01-18 03:49:22 by iq iq
thx for theses new features iq, now its beginning to become some really solid stuff !
added on the 2010-01-19 10:36:01 by Tigrou Tigrou
i like tools
rulez added on the 2010-01-19 18:01:36 by src src
little changes only this time:

- added: ALT+ENTER shortcut for "Compile"! I love it like this.
- added: 64x64 noise textures (tex5.png, tex6.png, tex7.png -> 1, 3 and 4 channels)
- added: glsl-es quick reference ("?" button)
- added: one decimal for fps monitor
- changed: the UI a bit
- fixed: many of the presets to correctly adapt to different aspect ratios
added on the 2010-01-21 10:04:48 by iq iq
interesting, now just proper browser support is missing
rulez added on the 2010-01-24 23:59:05 by T$ T$
Pretty awesome.
rulez added on the 2010-01-25 11:37:18 by tomaes tomaes
awesome work!
i have a question though: what is the object that is rendered per default? is it just a screen-aligned quad?
rulez added on the 2010-02-13 15:03:28 by zatom zatom
yes, no object is rendered, just a quad.

by the way, in the same lines as Shader Toy, I made this one for quick function display, something very helpful (at least for me) while developing demo-effects and shaders. It´s called Graph Toy (not very originial...) and DOESN´T need WebGL.

http://www.iquilezles.org/apps/graphtoy

added on the 2010-02-16 08:02:05 by iq iq
iq - awesome. that's great for evaluating without using pen and paper!
double thumb
Great stuff!! Does anybody know of a browser on the mac that supports the shader part?
rulez added on the 2010-02-16 11:35:28 by d3pth d3pth
d3pth, Webkit latest nightly build supports it.
rulez added on the 2010-02-16 11:56:52 by booster booster
would be cool if we could link to it, i.e. http://www.iquilezles.org/apps/graphtoy?formula1=floor(sin(x))&formula2=noise(x)
added on the 2010-02-16 13:02:19 by skrebbel skrebbel
Lovely toy, thanks!
I'm using it to develop transitions in glsl: it would really be lovely to have the time as a slider...
rulez added on the 2010-05-08 23:30:29 by pan pan
done.
added on the 2010-05-12 02:20:07 by rbz rbz
decent.
rulez added on the 2010-08-18 05:20:13 by mudlord mudlord
adapted the code to be compliant with the latest specification (which they keep changing all the time):

* replaced the obsolete WebGLFloatArray by Float32Array.
* loaded textures with the new prototype for texImage2D()
* added “precision highp float” to all shaders

many shaders don't work in Chrome, I think they are doing they own glsl parsing or something. Firefox 4 runs them all, tho.
added on the 2010-08-30 22:58:24 by iq iq
Neat idea, keep it up!
rulez added on the 2010-10-05 13:51:07 by Zavie Zavie
iq, by your last comment, Ijust say: "wellcome to the new DLL hell...the browsers one"
It's a big shame, that such a great multiplataform-internet concept ends with all this mess.
In the other hand, You've done a GREAT, amazing, innovative work in here. Not just for the efforts, but for the easyness and straight forward learning to use idea. thanks man!!! Keep it up!

Can I vote this for the awards!?
rulez added on the 2011-01-17 16:26:35 by JaK JaK
testing under Chrome update, half of long shaders (mostly raymarching ones) don't work properly/have HUGE compilation times; being put to native app they are still working flawlessly. wtf? anyway, big thanks and thumb up for all the nice times i had at work coding plasmas during lunch times.
rulez added on the 2011-02-04 19:37:26 by ton ton
And firefox 4 doesn't run them properly either btw.
added on the 2011-02-04 19:40:33 by ton ton
Thank a LOT for this excellent tool, it helped me massively to begin to do my own pixel shaders :)
rulez added on the 2011-02-04 21:37:37 by rez rez
for providing
rulez added on the 2011-02-04 22:56:11 by SiR SiR
Great tool! Opera 11.50 labs version seems to have issues with some of the shaders though.
rulez added on the 2011-06-27 09:08:24 by guyfrost guyfrost
added some more celebrity productions, and other random shaders:

* red/BluFlame (works only on Firefox): http://www.iquilezles.org/apps/shadertoy/?p=red
* 704: http://www.iquilezles.org/apps/shadertoy/?p=704
* shapes: http://www.iquilezles.org/apps/shadertoy/?p=shapes
* the menger sponge: http://www.iquilezles.org/apps/shadertoy/?p=mengersponge

thx TGGC for the shader for Red

added on the 2011-08-23 11:09:31 by iq iq
just found this on google play: shadertoyfor android
i've removed old shaders that didn't work, copied the glsl syntax higlighter for CodeMirror from Mr.Doob aka Trace, cleaned the UI and done the textures clickable.
added on the 2012-12-27 10:44:16 by iq iq
yep
rulez added on the 2012-12-27 11:08:33 by las las
Cool!
rulez added on the 2012-12-27 11:16:40 by Emod Emod
Shader editing seems to be broke under latest Chrome.
added on the 2013-01-09 10:07:34 by mudlord mudlord
Cool stuff just saw a presentation of Shadertoy on the Dreamhack stream :)
rulez added on the 2013-06-16 12:42:29 by Queen_Luna Queen_Luna
I/O and everything - very impressive
rulez added on the 2016-05-03 22:22:49 by cxw cxw
obvious thumb =)
rulez added on the 2016-05-03 22:33:07 by HellMood HellMood
Dunno... Hefta check...
added on the 2016-05-03 22:49:42 by sim sim
Invaluable tool that I use almost every day, nuff said.
rulez added on the 2016-05-03 23:28:41 by visy visy
This is probably one of the most used demo effect prototyping tools by now. Not to mention the fantastic shader learning platform it has grown into.

It has huge merits as a platform on its own, independent of the demoscene, but this thumb is for its demoscene influence alone.
rulez added on the 2017-04-28 17:55:46 by Blueberry Blueberry
What Blueberry said!
rulez added on the 2017-04-28 18:34:30 by Virgill Virgill
I still use this...

way too much...
rulez added on the 2017-04-28 18:35:53 by noby noby
!
rulez added on the 2017-04-28 18:53:49 by kb_ kb_
Great platform, great tool.
rulez added on the 2017-07-12 04:53:10 by ok3anos ok3anos
This one spawned a new scene by itself! The shaderscene
rulez added on the 2017-07-12 07:06:17 by rloaderro rloaderro
What noby said...
rulez added on the 2018-04-02 20:18:33 by hornet hornet
i am working on SMALL offline-versions of shadertoy.com, as in 10% of its size with almost full compatibility. (just replace all textures with Bayer matrices ;) )
- i want it to be smaller and as single html file (2 mb shadertoy canvas is a bit big)
- an editor goes full circle, back to being a single html file without a 250k codemirror.
- i saw others on shadertoy asking for offline variants of shadertoy.
- it makes for a nice offline archive, mostly to quickly search/remember/teach some shader functionality without relying on internet connectivity.
- it completely disconnects from the shadertoy community features, only slightly more than slow internet does.

I have 2 main proofs of concept:

a single 61k.html file (17k zipped) that does Webaudio, and an Image with MouseIn, saves video to webm, but no other features (no streaming media)

a single 220k.html file (44k zipped) that has the same features, and also 4 DoubleBuffers (can be more than 4), KeyboardIn, and (untested:) WebVr, WebCamIn, MicIn, VolumeBuffer

There is no support for StreamedMediaIn or textureBuffer, which sucks if you want fast BlueNoise without (realtime) FourierTransform. actually there may still be a functional textureBuffer, i just never tried to load an image.

I can make them 50% of their size without losing any functionality, winzip doesnt know that a lot of its code is never used.
neither do I for a lot of the time.
rulez added on the 2019-03-04 09:54:29 by ollj ollj
this is what got me into the scene
rulez added on the 2021-02-25 13:15:40 by wrighter wrighter
Mandatory thumb
rulez added on the 2023-03-12 00:31:45 by LLB LLB
One of the best inventions on the interwebz, even though I suck at shader coding :)
rulez added on the 2023-10-02 00:51:35 by BSC BSC
oh, I haven't thumbed up this yet. :o Well this is like the best thing after sliced bread!
rulez added on the 2023-10-02 01:03:13 by rimina rimina

submit changes

if this prod is a fake, some info is false or the download link is broken,

do not post about it in the comments, it will get lost.

instead, click here !

[previous edits]

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