So I’ve been playing with shaders on shader toy and I was wondering is there a way I can like import the shader code to roblox? I see references within the shader code to webgl. Then again this may just be cause im compiling it to a web gl context, that being shader toy. So say I had this shader. I am pretty sure I cant run it on roblox from the shader code it provides me cause it seems to be dependent on a web gl context, however what if in the IDE you see within the shader toy link, GLSL; could you make that into a shader?
#version 410
uniform vec3 webgl_f85dedfba4fa48e5;
uniform float webgl_fd9d67bbd573a839;
uniform float webgl_7dbd01b87f2020f8[4];
uniform vec4 webgl_355a9df205e90a96;
uniform vec4 webgl_c250bfc43e6a9ee8;
uniform float webgl_62c85afcea933559;
uniform vec3 webgl_6aad76855a00e94e[4];
uniform int webgl_5d5e8fd0f4b457f6;
uniform float webgl_c236a851d4ce443c;
uniform float webgl_975fae42b82676c5;
uniform sampler2D webgl_36c9542035e21584;
uniform struct {
sampler2D webgl_9c621a5ea6c77f32;
vec3 webgl_4f4a8b74675018f8;
float webgl_91242d0d295e4a40;
int webgl_bd310878ac11213a;
} webgl_ba045a519b8487b2;
uniform sampler2D webgl_dac488f6f9680335;
uniform struct {
sampler2D webgl_9c621a5ea6c77f32;
vec3 webgl_4f4a8b74675018f8;
float webgl_91242d0d295e4a40;
int webgl_bd310878ac11213a;
} webgl_a7c51171eecdf9ad;
uniform sampler2D webgl_66bce60acd6d22ca;
uniform struct {
sampler2D webgl_9c621a5ea6c77f32;
vec3 webgl_4f4a8b74675018f8;
float webgl_91242d0d295e4a40;
int webgl_bd310878ac11213a;
} webgl_e4b4dfb5af1400ca;
uniform sampler2D webgl_f802d1c1652ed49d;
uniform struct {
sampler2D webgl_9c621a5ea6c77f32;
vec3 webgl_4f4a8b74675018f8;
float webgl_91242d0d295e4a40;
int webgl_bd310878ac11213a;
} webgl_869cea4febc20a81;
void webgl_c4e1744a42e621c2(out vec4 webgl_b79fa51523a10f88, in vec2 webgl_b259a649ace71a43);
out vec4 webgl_503009f37d5f1cc;
void main(){
(webgl_503009f37d5f1cc = vec4(0.0, 0.0, 0.0, 0.0));
(webgl_503009f37d5f1cc = vec4(1.0, 1.0, 1.0, 1.0));
vec4 webgl_19dff938713edbff = vec4(0.0, 0.0, 0.0, 1.0);
webgl_c4e1744a42e621c2(webgl_19dff938713edbff, gl_FragCoord.xy);
if ((webgl_503009f37d5f1cc.x < 0.0))
{
(webgl_19dff938713edbff = vec4(1.0, 0.0, 0.0, 1.0));
}
if ((webgl_503009f37d5f1cc.y < 0.0))
{
(webgl_19dff938713edbff = vec4(0.0, 1.0, 0.0, 1.0));
}
if ((webgl_503009f37d5f1cc.z < 0.0))
{
(webgl_19dff938713edbff = vec4(0.0, 0.0, 1.0, 1.0));
}
if ((webgl_503009f37d5f1cc.w < 0.0))
{
(webgl_19dff938713edbff = vec4(1.0, 1.0, 0.0, 1.0));
}
(webgl_503009f37d5f1cc = vec4(webgl_19dff938713edbff.xyz, 1.0));
}
float webgl_23f75988f30f11ce(in float webgl_4fc82888d13de398){
return (1.0 / (1.0 + pow(2.7179999, webgl_4fc82888d13de398)));
}
void webgl_c4e1744a42e621c2(out vec4 webgl_b79fa51523a10f88, in vec2 webgl_b259a649ace71a43){
vec2 webgl_61877257468f108d = (webgl_b259a649ace71a43 / webgl_f85dedfba4fa48e5.x);
(webgl_61877257468f108d.x -= 0.5);
(webgl_61877257468f108d.x *= 10.0);
vec2 webgl_a26058f549cd8dbf = (webgl_b259a649ace71a43 / webgl_f85dedfba4fa48e5.y);
(webgl_a26058f549cd8dbf.y -= 0.25);
(webgl_a26058f549cd8dbf.y *= 2.0);
float webgl_75c422100f18a043 = webgl_23f75988f30f11ce(webgl_61877257468f108d.x);
if ((((webgl_a26058f549cd8dbf.y <= webgl_75c422100f18a043)) ? ((webgl_a26058f549cd8dbf.y >= (webgl_75c422100f18a043 - 0.0099999998))) : (false)))
{
(webgl_b79fa51523a10f88 = vec4(1.0, 1.0, 1.0, 1.0));
}
else
{
(webgl_b79fa51523a10f88 = vec4(0.0, 0.0, 0.0, 1.0));
}
}
float graphFunction(float x) {
return 1.0/(1.0+pow(2.718, x));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uvx = fragCoord/iResolution.x;
uvx.x -= 0.5;
uvx.x *= 10.0;
vec2 uvy = fragCoord/iResolution.y;
uvy.y -= 0.25;
uvy.y *= 2.0;
float y = graphFunction(uvx.x);
if (uvy.y <= y && uvy.y >= y-0.01) {
fragColor = vec4(1,1,1,1);
}
else {
fragColor = vec4(0, 0,0,1);
}
}