Status: 

Steps causing the bug to occur: 

ShaderToy has changed their syntax, so the Make Image with Shadertoy node needs to be updated (as noted on is there a way to realize a GreenScreen / Chroma Keying and ShaderToy GLSL node re-purpose).

Have you found a workaround?: 

Instructions for modifying newer Shadertoy code to work in Vuo, courtesy of @alexmitchellmus and @Kewl:

  • Change the void mainImage( out vec4 fragColor, in vec2 fragCoord ) function to void main() (no text in function brackets) some people do: void main(void) but it works in Vuo without.
  • Change FragColor (or) fragColor to gl_FragColor
  • Change FragCoord (or) fragCoord to gl_FragCoord
  • Change iTime to iGlobalTime

Comments

Here's a fragment that I can

Kewl's picture
Submitted by

Here's a fragment that I can't make work, even with the edits:

// Gold Noise

precision lowp    float;

float PHI = 1.61803398874989484820459 * 00000.1; // Golden Ratio   
float PI  = 3.14159265358979323846264 * 00000.1; // PI
float SQ2 = 1.41421356237309504880169 * 10000.0; // Square Root of Two

float gold_noise(in vec2 coordinate, in float seed)
{
    return fract(sin(dot(coordinate*(seed+PHI), vec2(PHI, PI)))*SQ2);
}

void main()
{
    gl_FragColor  = vec4(gold_noise(gl_FragCoord, iGlobalTime));
}

Any ideas?

The source: https://www.shadertoy.com/view/ltB3zD

@Kewl, remove the precision

jstrecker's picture
Submitted by

@Kewl, remove the precision lowp float (that's not supported on desktop OpenGL), and change gl_FragCoord to gl_FragCoord.xy.

Sorry, we don't have the new syntax implemented yet, but are still planning to include it in the next major release.

Thanks for the time workaround. Added to the list.