td-glsl-shaders
Installation
SKILL.md
GLSL Shaders
Custom GPU shaders in TouchDesigner. Three contexts: TOP (image processing), MAT (materials), POP (particle compute). See reference.md for built-in uniforms, functions, and template shaders.
Contexts
glslmultiTOP(prefer over glslTOP) — image processing, procedural textures, compute. Supports >3 inputs and POP buffer readsglslMAT— custom materials with vertex + pixel shaders, TD lighting systemglslPOP/glsladvancedPOP— per-point GPU compute on particle data (see td-pop-family skill). Compute shader API (P[idx],TDIn_P(),N[idx]) documented in td-pop-familyreference.md. ForglsladvancedPOP(multi-class, index buffer, extra outputs), seeglsladvancedPOP.md. Custom attributes via attr sequence — buffer name isColor(capital C), auto-declared (see td-pop-family skill)
Naming Conventions
- Uniforms
uName, SamplerssName, FunctionsCapitalCase(), LocalscamelCase, ConstantsUPPER_SNAKE - Input index defines at top:
#define TEX_FEEDBACK 0
Docked DAT Pattern (glslTOP/glslmultiTOP)
Creating a glslmultiTOP auto-docks <name>_pixel, <name>_compute, <name>_info and auto-wires
pixeldat to <name>_pixel.