A large part of my work is writing about and sharing the Vuo story. We believe there are all kinds of people who will embrace Vuo once they discover it’s out there. So, my efforts include helping create the Vuo website, writing press releases, submitting conference proposals and generally figuring out how to create excitement and how to spread the word about Vuo. I occasionally help out with Vuo e-mail support and I'm part of the think-tank called "Team Vuo."
Paul, my apologies in the delay getting back to you.
It's true that sampling discrete pixels can lead to aliasing. Some ways to compensate for that:
Modify the shader to take into account the space between the discrete sample points. The GLSL smoothstep() and fwidth() functions are useful for that — here's an introductory tutorial: https://rubendv.be/posts/fwidth/
Spatially supersample — render the shader image at a higher resolution than needed, then scale it down.
Render the shader image as usual, then apply an alias-reducing postprocessing filter such as FXAA
MakeTextFieldonly allows one line of text to be entered. However, you can read data from a .txt file into Make Image with Shadertoy. Alternately, you can copy the entire shader to the clipboard, and use a shell command to get the clipboard contents.