» shadertoys
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Credits: inigo quilez, unc, levi, tekcor, m4d


ported some shaders from https://www.shadertoy.com/ ...

feel free to optimize and update this contribution.


  • they'd better be written as .tfx
  • procedural noise is taking muuuch gpu - didn't get lut-versions to work
  • some glsl-leftovers
  • i'm sure there are more optimizations by using hlsl/dx11 advantages


0.4 Added a ray marched primitives and a substitute(string) for converting the GLSL, look out for matrices that haven't been fully initiated (overloaded, I think is the term)


19.03.16 [18:36 UTC] by Desaxismundi | 1499 downloads
Show 4 older revisions

Older Revisions

23.02.16 [22:49 UTC] by catweasel | 434 downloads
06.06.14 [14:26 UTC] by idwyr | 1377 downloads
30.05.14 [13:55 UTC] by tekcor | 517 downloads
26.05.14 [13:44 UTC] by sebl | 594 downloads

tekcor 26/05/2014 - 16:48

yea nice one

Noir 27/05/2014 - 01:19

Thanks sebl

milo 27/05/2014 - 10:11


matka 27/05/2014 - 13:37

good stuff, for those that have no idea about shaders, is it complicated to adapt shaders from shadertoys for use in vvvv? I see plenty of interesting material there

sebl 27/05/2014 - 14:35

@matka: just compare the code from here with the oroginal code from shadertoy.com

lasal 27/05/2014 - 21:43

Grande Sebl

kimiki 28/05/2014 - 09:17


u7angel 28/05/2014 - 11:35


psylion 28/05/2014 - 12:41

+1 I would love to make the infinite city in vvvvhttps://www.shadertoy.com/view/4df3DS already tried a few times... but so many errors

catweasel 28/05/2014 - 21:35

@psylon start a thread and post where you've got,and maybe someone will help...
Seems like you could do a find and replace for many of them...

tekcor 30/05/2014 - 13:58

yo i added julia3d, metacubes by levi and infinite city by unc

screamer 30/05/2014 - 19:02

wowow, nice contribution ;)

unc 31/05/2014 - 11:22

nice contrib!

@tekcor: infinite city is not mine, i just helped porting it=)

tekcor 01/06/2014 - 18:09

yea actually the authoring here is a mess anyway.. in the end the shaders are from the people who put it on shadertoy, i just wrote who ported it.

princemio 08/06/2014 - 11:14

Hey Sebls...Really nice work!!! thanks for sharing...do you actually know why there are those framerate drops? Do you experienced the same?

sebl 17/06/2014 - 14:21

hey mio, i didn't recognize framerate drops. which shader? did you query/timestamp the shader to find out how much time it needs?

maybe you're talking about an issue that is now solved with b32.1 and latest dx11.

colorsound 18/06/2014 - 13:54

nice , thanks

lecloneur 19/06/2014 - 20:50

cool stuff bro, well done

eps 26/06/2014 - 18:21

irwin, idwyr is not bro, rather sistah ::]

lecloneur 26/06/2014 - 20:02

lol damn yeah,

sorry idwyr, my apologies.

idwyr 27/06/2014 - 18:01

lecloneur, bro is ok!

virtuos 27/08/2015 - 12:20

hey idwyr!

nice work, i really like the cloud conversion and would like to use it.
does the camera needs to be within the shader or can it be outsourced as well?
since i am not as good in hlsl yet, i was wondering if you or anyone in this community would be able to take out the camera so the shader can be used with a camera (transform softimage) attached to the renderer. my attempts weren't too successful yet. i'll keep trying. thx

idwyr 24/02/2016 - 00:37

virtous hey, i did not do the port of that one, but check out simple cam version https://drive.google.com/file/d/0BzGghep_Da_1V3Rjc3c5bmhkTkE/view?usp=sharing and ping me on skype if have questions ))

sinus 19/03/2016 - 10:35

thank you very much! great job. helps me a lot atm.

Desaxismundi 19/03/2016 - 15:46

I just made an update with new additions and fixes. enjoy!

guest 19/03/2016 - 18:54


subplexus 06/04/2016 - 10:33

awesome! love this!

so im totally new to hlsl, and admittedly its all completely abstract to me. (Coming from Cinema4D world, i just assumed a shader was simply a method of dressing a shape in 3d space... )

this stuff appears to be rocket science!

as an example, i saw "sculpture III" and had my socks blown clean off. the scope here for procedural dirt/rust maps is astonishing. this said, im struggling to get the generated geometry into my scene, it appears to only be a 2d texture...

... can i not add realtime shadows? dof? etc? control camera movement? is there even geometry generated..?

Desaxismundi 06/04/2016 - 19:24

Most of the shadertoys effects are using a technique called Raymarching. If you want to add elements to the scene you should follow the same procedure. There are plenty of examples on how to achieve shadow mapping, reflections, DOF on the shadertoys site or even here inside the contribution. If you look inside "infinite city" a camera has been implemented there.

Some of the effects could be achieved on the geometry/vertex level.
This "sculpture" thing is based on some sine deformations of a sphere.

I quickly hooked up an example for you showing this for the sinederformation.fx:

hope that helps.

Desaxismundi 28/09/2016 - 08:34

Here's an example showing how to merge two shadertoys shaders together.

Adding reflections and shadows to the ribbons.fx from this contribution.

Get it there: https://dl.dropboxusercontent.com/u/14431143/Ribbons%2BReflections%2BShadows.zip

Hope that will be usefull to someone..

anonymous user login


~9h ago

karistouf: arghhh, my dx11 mesh assimp are red nodes !!! any idea ???

~14d ago

SuperflysiNZ: Thanks

~17d ago

sebescudie: @Superfly : ApplicationPath

~17d ago

SuperflysiNZ: How do you get the path of the current patch in VL?

~17d ago

SuperflysiNZ: How do you get the path of the current patch in VL?

~18d ago

joreg: reminder: first #vvvv online meetup after the summer break: tomorrow, tuesday 7th, 8pm CET 13.-worldwide-vvvv-meetup