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Converting GLSL to VEX


art3mis

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Not sure if this should go in the Shaders sub forum. Obviously a huge topic but greatly inspired by the work of people like @FlexMonkey on twitter

"Simple Plasma" (https://www.shadertoy.com/view/XsVSzW ) expressed in 3D as a lattice of cylinders using  pic.twitter.com/9dW9va2qy0

 

Anyone aware of any tutorials that cover the basics of converting GLSL code to VEX for use inside a Volume Wrangle?

Edited by art3mis
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You just replace all non-vex stuff to vex standard syntax, it's usually easy:

  1. Vec3 → vector
  2. a.cross(b) → cross(a, b )
  3. (iGlobalTime * 1.0) → @Time
  4. (uv.xy += r) → (uv.x += r; uv.y += r) or, in that case, (uv += r)

And so on. You need know VEX to a certain extent or just ask on odforce. I have no clue about GLSL, so, I guess it not required. But it will be a plus, of course. Most tricky part is to understand how and where this code is executed.

simple_plasma_shadertoy.gif.99a1581beb530f0261fd1555d2b3a2f2.gif

This one turned to be almost direct analog of any normal VEX code: iterate over all shading points and set some vector attribute.

 

simple_plasma_shadertoy.hipnc

Edited by f1480187
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