# orx-glslify Easily use glslify compatible shaders found on [npm](https://www.npmjs.com/search?q=glslify). ### Caveats Some glslify shaders have their own imports. When this happens we print a message to the console, so you can proceed to import them. These need to be imported in the shader file on top of the main import. There's also a mapping functionality that glslify provides that we don't support. This can be easily solved by doing as the following example (based on `glsl-raytrace` package): ```glsl const int steps = 50; vec2 map(vec3 p); #pragma import shaders.RayMarching.* ``` ## Example Shader Phrases file: ```kotlin @file:JvmName("Checkers") @file:ShaderPhrases package shaders import org.openrndr.extra.glslify.glslify import org.openrndr.extra.shaderphrases.annotations.ShaderPhrases val periodic by lazy { glslify("glsl-noise/classic/3d", "perlin") } val checker by lazy { glslify("glsl-checker") } val easings by lazy { glslify("glsl-easings/cubic-in-out", "easing")} ``` Shader file: ```glsl #version 330 in vec2 v_texCoord0; uniform sampler2D tex0; uniform float uTime; out vec4 o_color; #pragma import shaders.Checkers.* void main() { vec2 uv = v_texCoord0; float n = perlin(vec3(uv * 2.5 + uTime * 0.01, uTime * 0.2)) * 0.5 + 0.5; float patt = checker(uv * easing(n), 6.0); vec3 col = mix(vec3(0.173, 0.216, 0.278),vec3(0.792, 0.282, 0.478), vec3(patt)) * (n + 0.1); o_color = vec4(col, 1.0); } ```