cables is under heavy development.
There might be one or another bug, please let us know about it!
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 headersExporting PatchesExport using the cables command line interfaceExport via IframeExport creating a standalone executableExport to github (pages)Export and deploy to netlifyExport a ZIP fileExternal triggers / functionsUsing variablesPreviewing / 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/...)?getting a warning when running the patch in electronHow 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 SupportHow to contribute code to cablesWill there be support for (animated) GIFs?How 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


Before you port shaders from shadertoy, make sure you know the ins and outs of programming shaders in cables.
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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