ghostty/src/renderer/shaders/shadertoy_prefix.glsl
2023-11-17 21:51:06 -08:00

30 lines
835 B
GLSL

#version 430 core
layout(binding = 0) uniform Globals {
uniform vec3 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform float iFrameRate;
uniform int iFrame;
uniform float iChannelTime[4];
uniform vec3 iChannelResolution[4];
uniform vec4 iMouse;
uniform vec4 iDate;
uniform float iSampleRate;
};
layout(binding = 0) uniform sampler2D iChannel0;
// These are unused currently by Ghostty:
// layout(binding = 1) uniform sampler2D iChannel1;
// layout(binding = 2) uniform sampler2D iChannel2;
// layout(binding = 3) uniform sampler2D iChannel3;
layout(location = 0) in vec4 gl_FragCoord;
layout(location = 0) out vec4 _fragColor;
#define texture2D texture
void mainImage( out vec4 fragColor, in vec2 fragCoord );
void main() { mainImage (_fragColor, gl_FragCoord.xy); }