Porting Shadertoy effects to Qt Quick Effect Maker▲
You can use effects created in Shadertoy in Qt Quick Effect Maker. When you use Shadertoy effects, consider the following:
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          Qt Quick Effect Maker doesn't support the following Shadertoy features: - 
              Multipass effects (Buffer tabs) 
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              Audio 
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              Cube maps 
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              3D textures 
 
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          Shadertoy supports only fragment shaders and built-in textures. To improve the effect performance in Qt Quick Effect Maker, move some calculations to the vertex shader and use custom images to simplify the shader code. 
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          The coordinate system differs between Shadertoy and Qt Quick Effect Maker. In Shadertoy, the origin (0,0) is located in the lower-left corner while Qt Quick Effect Maker has the origin in the upper-left corner. 
Using a Shadertoy effect in Qt Quick Effect Maker▲
To use a Shadertoy effect in Qt Quick Effect Maker:
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            In Qt Quick Effect Maker, create a new effect. 
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            In the node editor, select Add node and then, under Common, select Custom. This creates an empty node.  
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            In Shadertoy, copy all the code from the Image tab. 
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            In Qt Quick Effect Maker, double-click the Custom node in the node editor. This opens the code editor. 
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            Paste the Shadertoy code to the Frag tab. 
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            Find the Main function in the code, it looks something like: SélectionnezvoidmainImage( out vec4 fragColor, in vec2 fragCoord )
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            Replace this line with: Sélectionnez@mainYou can't have @main and the following { on the same line. 
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            Optional. If the effect depends on the coordinate system, it appears flipped upside down. To solve this, you need to flip the y-coordinate: - 
                Go to the Vert tab. 
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                In the drop-down menu, select Main. 
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                Find the fragCoord line, it should look something like: SélectionnezfragCoord=qt_Vertex.xy;
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                Replace this line with: SélectionnezfragCoord=vec2(qt_Vertex.x, iResolution.y-qt_Vertex.y);
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                Similarly, you might need to adjust texCoord and iMouse. 
 
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Now, the effect runs and looks the same as the Shadertoy effect.





