diff --git a/examples/shadertoy-server/README.md b/examples/shadertoy-server/README.md index 44fb9c4ee..bcc9f1b08 100644 --- a/examples/shadertoy-server/README.md +++ b/examples/shadertoy-server/README.md @@ -90,10 +90,7 @@ _Tool input:_ ```json { - "fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) { - vec2 uv = fragCoord / iResolution.xy; - fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0); -}" + "fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = fragCoord / iResolution.xy;\n fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);\n}" } ``` @@ -122,22 +119,7 @@ _Tool input:_ ```json { - "fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) { - vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y; - float segments = 6.0; - float zoom = 1.0 + 0.3 * sin(iTime * 0.2); - float angle = atan(uv.y, uv.x) + iTime * 0.3; - float r = length(uv) * zoom; - angle = mod(angle, 6.28 / segments); - angle = abs(angle - 3.14 / segments); - vec2 p = vec2(cos(angle), sin(angle)) * r; - p += iTime * 0.1; - float v = sin(p.x * 10.0) * sin(p.y * 10.0); - v += sin(length(p) * 15.0 - iTime * 2.0); - v += sin(p.x * 5.0 + p.y * 7.0 + iTime); - vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime); - fragColor = vec4(col, 1.0); -}" + "fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;\n float segments = 6.0;\n float zoom = 1.0 + 0.3 * sin(iTime * 0.2);\n float angle = atan(uv.y, uv.x) + iTime * 0.3;\n float r = length(uv) * zoom;\n angle = mod(angle, 6.28 / segments);\n angle = abs(angle - 3.14 / segments);\n vec2 p = vec2(cos(angle), sin(angle)) * r;\n p += iTime * 0.1;\n float v = sin(p.x * 10.0) * sin(p.y * 10.0);\n v += sin(length(p) * 15.0 - iTime * 2.0);\n v += sin(p.x * 5.0 + p.y * 7.0 + iTime);\n vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime);\n fragColor = vec4(col, 1.0);\n}" } ```