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GLSL

#ifndef TEST_COMMON_GLSL
#define TEST_COMMON_GLSL
// C++ engine test shader and developing iteration is pretty hard.
// So try some code like shader-toy using visual studio code to debug here.
// Some template code store here.
/*
#iChannel0 "file://duck.png"
#iChannel1 "https://66.media.tumblr.com/tumblr_mcmeonhR1e1ridypxo1_500.jpg"
#iChannel2 "file://other/shader.glsl"
#iChannel2 "self"
#iChannel4 "file://music/epic.mp3"
#iChannel0::MinFilter "NearestMipMapNearest"
#iChannel0::MagFilter "Nearest"
#iChannel0::WrapMode "Repeat"
#iChannel0 "file://cubemaps/yokohama_{}.jpg" // Note the wildcard '{}'
#iChannel0::Type "CubeMap"
#pragma glslify: snoise = require('glsl-noise/simplex/2d')
float noise(in vec2 pt)
{
return snoise(pt) * 0.5 + 0.5;
}
void main ()
{
float r = noise(gl_FragCoord.xy * 0.01);
float g = noise(gl_FragCoord.xy * 0.01 + 100.0);
float b = noise(gl_FragCoord.xy * 0.01 + 300.0);
gl_FragColor = vec4(r, g, b, 1);
}
*/
#endif