cables DocumentationHow To UseWorking with filesKeyboard ShortcutsUser Interface WalkthroughBeginner TutorialBeginner 1: Drawing A CircleBeginner 2: TransformationsBeginner 3: ColorMore TransformationsintermediateImage CompositionsPost-Processing 3D Scenescommunicationcables APICommunication with an Arduino via SerialCommunicating with Arduino over MQTTExporting And EmbeddingHow to serve files externally and fix CORS headersEmbedding PatchesExternal triggers / functionsEmbedding PatchesPreviewing / uploading exported cables patchescoding opsCreating AttachmentsGeneral op/Port CallbacksPortsDynamic PortsArray PortsBoolean portsInteger Number PortsObject PortsString portsTrigger PortsFloating Point Number PortsGUI/UI attributesHello Op - Part 1LibrariesDeveloping OpsGuidelinesObject PortsWriting ShadersWeb Audio Op DevelopmentHTML and CSS in cablesLightingLightsShadowsWorking with audioBasic Audio SetupWorking with EffectsReal-Time Audio Analyzation & Audio VisualizationOffline Audio Visualization & AnalyzationFAQEmbeddingHow to integrate my cables patch into my CMS (webflow/wix/squarespace/...)?How to remove grey rectangles on touch (mobile)?Why doesn't the DownloadTexture op work on iOS?How to disable page scrolling on mobile?Mobile tippsTransparent CanvasFeatures and SupportWill there be support for (animated) GIFs?Hot to report a bug in cablesGeneral questionsLicences and paymentWhat licence do i need to use cables?Will I have to pay for it in the future?How is my work licenced when using cables?Does cables support midi and OSC?ShadertoyTechnical questionsUI / EditorGuide to VR in cablesWebGL1 and WebGL2
Writing Shaders
Parameter Qualifiers
for better compatibility between webgl 1.x and 2.x, or GLSL v1 and v3 we use predefined qualifiers.
In GLSL >=3.0 you do not use qualifiers like attribute
or varying
, but in
and out
.
In cables we use IN
, OUT
and UNI
, then your shader can be compiled for both GLSL versions used in webgl.
Vertex Shader Qualifiers
GLSL 1.0 | GLSL 3.0 | cables |
---|---|---|
varying |
out |
OUT |
attribute |
in |
IN |
uniform |
uniform |
UNI |
Fragment Shader Qualifiers
GLSL 1.0 | GLSL 3.0 | cables |
---|---|---|
varying |
in |
IN |
uniform |
uniform |
UNI |
default cables inputs
vertex shader
vec3 vPosition; - vertex position in object space
vec2 attrTexCoord; - vertex texture coordinates
vec3 attrVertNormal; - vertex normal
mat4 projMatrix; - projection matrix
mat4 mvMatrix; - modelview matrix
mat4 modelMatrix; - model matrix
mat4 viewMatrix - view matrix
mat4 inverseViewMatrix - inverted view matrix
fragment shader
IN vec2 texCoord; - texture coordinate
IN vec3 norm; - normal
Ops.Gl.Shader.ShaderMaterial
Ops.Gl.Shader.ShaderMaterial
can be used to live-edit shaders and see the results immediately.
You can use shaderMaterial with any kind of mesh and the mesh will be drawn using your custom shader.
You can edit Fragment and Vertex Shader Code.
Uniforms are automatically added as Ports of the ShaderMaterial Op. (Currently float
and sampler2D
)
Ops.Gl.Shader.ShowShader
You can always use Ops.Gl.Shader.ShowShader
to view the source code of the current shader.
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