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SkSL Shader

Experimental Feature

This is an experimental feature. To enable, check Enable Experimental Features in Preferences. Experimental features are only available as part of a Professional licence.

caution

The Material Sampler does not currently support SkSL Shaders.

SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's internal shading language. With some minor modifications, GLSL code from sites like https://www.shadertoy.com/ can be converted for use in Cavalry.

For more detail on the differences between GLSL and SkSL see the Skia documentation.

caution

Note - the SkSL shader currently only takes float uniforms.

UI

Blend Mode - See Blend Modes.

Shader Code - Paste/edit SkSL code here.

Inputs - Click the + Add button to to add a uniform.

Examples

Have a play with a selection of example .cv files. 👇

SkSL Shader Examples↓ Download

Original source code:

Example
  1. Create a Rectangle
  2. In the Attribute Editor, open the Fill tab.
  3. On the Shaders attribute, right click > Add Shader > SkSL Shader.
  4. Double click the SkSL Shader to load its Attribute Editor UI.
  5. Copy and paste the example code below into the Shader Code attribute.
  6. Rename the existing uniform n0 to Time. To do this, right click on the attribute and choose Rename.
  7. Click the + button to create a new uniform. Choose Add Double 2 (float2).
  8. Rename it Resolution.
  9. Ensure all values are > 0.

You should see a blue flame appear on the Rectangle. You can now start to play with connecting Behaviours (Noise, Sound etc) into each of the inputs. Try connecting a Frame Behaviour to the Time uniform.😎

float noise(vec3 p) //Thx to Las^Mercury
{
vec3 i = floor(p);
vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.);
vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5;
a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x);
a.xy = mix(a.xz, a.yw, f.y);
return mix(a.x, a.y, f.z);
}

float sphere(vec3 p, vec4 spr)
{
return length(spr.xyz-p) - spr.w;
}

float flame(vec3 p)
{
float d = sphere(p*vec3(1.,.3,1.), vec4(.0,-1.,.0,1.));
return d + (noise(p+vec3(.0,Time*0.1,.0)) + noise(p*3.)*.5)*.25*(p.y) ;
}

float scene(vec3 p)
{
return min(100.-length(p) , abs(flame(p)) );
}

vec4 raymarch(vec3 org, vec3 dir)
{
float d = 0.0, glow = 0.0, eps = 0.02;
vec3 p = org;
bool glowed = false;

for(int i=0; i<64; i++)
{
d = scene(p) + eps;
p += d * dir;
if( d>eps )
{
if(flame(p) < .0)
glowed=true;
if(glowed)
glow = float(i)/64.;
}
}
return vec4(p,glow);
}

half4 main(vec2 fragCoord)
{
vec2 uv = 2.0 * fragCoord.xy / Resolution.xy;
uv.x *= Resolution.x/Resolution.y;

vec3 org = vec3(0., -4.5, 4.);
vec3 dir = normalize(vec3(uv.x*1.6, -uv.y, -1.5));

vec4 p = raymarch(org, dir);
float glow = p.w;

half4 col = mix(half4(1.,.5,.1,1.), half4(0.1,.5,1.,1.), p.y*.02+.4);

return half4(mix(half4(0.), col, pow(glow*2.,4.)));

}

Flat colour

  1. Delete the default n0 uniform. To do this, right click on the attribute and choose Delete Selected Attribute.
  2. Use the + button to add a Color (half4) uniform.
  3. Paste the code below into the Shader Code input:
     half4 main(float2 fragCoord) {
    return n0;
    }
  4. Adjust the color values on the uniform.

Cycling colour

  1. Rename the existing n0 uniform to Time. To do this, right click on the attribute and choose Rename.
  2. Paste the code below into the Shader Code input:
     vec3 colorA = vec3(0.149,0.141,0.912);
    vec3 colorB = vec3(1.000,0.833,0.224);
    half4 main(vec2 fragCoord) {
    vec3 color = vec3(0.0);
    float percent = abs(sin(Time*.01));// Mix uses percent (a value from 0–1) to
    // mix the two colors
    color = mix(colorA, colorB, percent);
    return half4(color,1.0);
    }
  3. Scrub the Time uniform.

Pixels

  1. Rename the existing n0 uniform to Time. To do this, right click on the attribute and choose Rename.
  2. Use the + button and choose Add Double 2 (float2) to add a new uniform.
  3. Rename the uniform to Resolution.
  4. Paste the code below into the Shader Code input:
     float random (vec2 uv) {
    return fract(sin(dot(uv.xy , vec2(12.9898,78.233))) * 43758.5453);
    }
    half4 main(vec2 fragCoord) {
    vec2 uv = fragCoord / Resolution.xy;
    uv *= max(1.0, Time); // Scale the coordinate system by 10
    vec2 ipos = floor(uv); // get the integer coords
    vec2 fpos = fract(uv); // get the fractional coords// Assign a random value based on the integer coord
    vec3 color = vec3(random(ipos));
    return half4(color,1.0);
    }
  5. Increase the uniform's values.

Fractal Brownian motion

  1. Rename the existing n0 uniform to Time. To do this, right click on the attribute and choose Rename.
  2. Use the + button and choose Add Double 2 (float2) to add a new uniform.
  3. Rename the uniform to Resolution.
  4. Paste the code below into the Shader Code input:
     float random (vec2 uv) {
    return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
    }
    // Based on Morgan McGuire @morgan3d
    // https://www.shadertoy.com/view/4dS3Wd
    float noise (vec2 uv) {
    vec2 i = floor(uv);
    // Four corners in 2D of a tile
    vec2 f = fract(uv);
    float a = random(i);
    float b = random(i + vec2(1.0, 0.0));
    float c = random(i + vec2(0.0, 1.0));
    float d = random(i + vec2(1.0, 1.0));
    vec2 u = (f * f * (3.0 - 2.0 * f));
    return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) +
    (d - b) * u.x * u.y;
    }
    float fbm (vec2 uv) {
    float v = 0.0;
    float a = 0.5;
    vec2 shift = vec2(100.0);
    // Rotate to reduce axial bias
    float2x2 rot = float2x2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
    for (int i = 0; i < 5; ++i) {
    v += a * noise(uv);
    uv = rot * uv * 2.0 + shift;
    a *= 0.5;
    }
    return v;
    }
    half4 main(vec2 fragCoord) {
    float2 uv = fragCoord.xy/Resolution.xy*3.;
    // uv += uv * abs(sin(Time*0.1)*3.0);
    vec3 color = vec3(0.0);vec2 q = vec2(0.);
    q.x = fbm( uv + 0.00*Time);
    q.y = fbm( uv + vec2(1.0));vec2 r = vec2(0.);
    r.x = fbm( uv + 1.0*q + vec2(1.7,9.2)+ 0.15*Time );
    r.y = fbm( uv + 1.0*q + vec2(8.3,2.8)+ 0.126*Time);
    float f = fbm(uv+r);
    color = mix(vec3(0.101961,0.619608,0.666667), vec3(0.666667,0.666667,0.498039),
    clamp((f*f)*4.0,0.0,1.0));
    color = mix(color,
    vec3(0,0,0.164706), clamp(length(q),0.0,1.0));
    color = mix(color,vec3(0.666667,1,1),clamp(length(r.x),0.0,1.0));
    return half4((f*f*f+.6*f*f+.5*f)*color,1.);
    }
  5. Increase the uniform's values.