cables is under heavy development.
There might be one or another bug, please let us know about it!


Go to this example page to see a basic setup of shadertoy in cables.
Youtube tutorial porting shadertoy to cables part 01

Porting shaders from shadertoy isn't that difficult once you know the basics.
The main ops that you'll need are:

standard glsl in shadertoy and the equivalent in cables is:

fragCoord.xy                                //pixel coordinates in shadertoy
gl_FragCoord.xy                             //pixel coordinates in cables

vec2 uv =  fragCoord/iResolution.xy;        // normalized pixel co-ordinates from 0-1 on shadertoy
IN vec2 texcoord                            // normalized pixel co-ordinates from 0-1 in cables,already created

The uniforms on shadertoy and their equivalent in cables are as follows:

uniform vec3      iResolution;              // viewport resolution (in pixels)
UNI vec3          iResolution;              // get width and height output from mainloop,canvasinfo for aspect ratio/z

uniform float     iTime;                    // shader playback time (in seconds)
UNI float         iTime;                    // Use the output of the timer op

uniform float     iTimeDelta;               // render time (in seconds)
UNI float         iTimeDelta;               // use the output of the TimeDelta op

uniform int       iFrame;                   // shader playback frame
UNI int           iFrame;                   // connect trigger counter to mainloop output

uniform float     iChannelTime[4];          // channel playback time (in seconds)
UNI float         iChannelTime0;            // get the current playtime from the relevant media op

uniform vec3      iChannelResolution[4];    // channel resolution (in pixels)
UNI vec3          iChannelResolution0..3;   // channel resolution (in pixels)

uniform samplerXX iChannel0..3;             // input channel. XX = 2D/Cube
UNI sampler2D     iChannel0..3;             // Creates a texture input which can be used

uniform vec4      iDate;                    // (year, month, day, time in seconds)
UNI vec4          iDate;                    // (year, month, day, time in seconds)

uniform float     iSampleRate;              // sound sample rate (i.e., 44100)
UNI float         iSampleRate;              // Use the audiobuffer op to access this

uniform vec4      iMouse;                   // mouse pixel coords. xy: current (if MLB down), zw: click
UNI vec4          iMouse                    // use mouse op. see example patch for in depth explanation.

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