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Porting Shadertoy to Syn

A practical map of what to swap when you paste a Shadertoy into syn.

#shadertoy#porting#glsl

This is the kind of note the official docs do not need to own, but the community benefits from keeping around.

Quick translation table

  • fragCoord still represents the pixel you are shading.
  • iResolution maps to the output resolution you get from syn.
  • iTime maps to your time uniform.
  • iChannel0 style inputs usually turn into explicit syn textures or uniforms.

First-pass checklist

  1. Replace Shadertoy texture reads with the syn input you actually have.
  2. Move any setup assumptions out of the shader and into the JS or patch layer.
  3. Smooth raw audio before using it for motion or thresholds.
vec2 uv = (fragCoord - 0.5 * resolution.xy) / resolution.y;
submitted by
@Frost.byte_
author
Frost.byte_
source
Submitted directly
license
CC BY 4.0