feat(shadertoy): add proper mouse/touch interaction support (#293)

* feat(shadertoy): add proper mouse/touch interaction support

- Fix iMouse uniform to match official Shadertoy specification:
  - iMouse.xy only updates while button/touch is held down
  - iMouse.zw uses positive values when down, negative when released
  - Enables proper click detection via iMouse.z > 0

- Add touch event support for mobile devices:
  - touchstart/touchmove/touchend/touchcancel handlers
  - Same behavior as mouse events

- Update tool description with mouse interaction documentation
- Update README with:
  - Mouse & Touch Interaction feature
  - Improved Julia Set example with click detection
  - iMouse specification table and usage examples

The iMouse uniform is a core Shadertoy feature used by popular shaders
like Star Nest, raymarching examples, and particle systems.

* style: fix Prettier formatting in shadertoy README
This commit is contained in:
Olivier Chafik 2026-01-19 19:11:53 +00:00 • committed by GitHub
commit 6c5aa52c95
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@ -90,7 +90,10 @@ function ShaderToyLite(canvasId) {
// uniforms
var iFrame = 0;
// iMouse state: xy = current position (only updates when button down)
// zw = click start position (positive when down, negative when released)
var iMouse = {x: 0, y: 0, clickX: 0, clickY: 0};
var isMouseDown = false;
// shader common source
var common = "";
@ -145,19 +148,75 @@ function ShaderToyLite(canvasId) {
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
});
// Mouse event handlers - match official Shadertoy iMouse behavior:
// iMouse.xy: current position (only updates when button is down)
// iMouse.zw: click position (positive when down, negated when released)
canvas.addEventListener("mousemove", (event) => {
iMouse.x = event.offsetX;
iMouse.y = canvas.height - event.offsetY;
if (isMouseDown) {
iMouse.x = event.offsetX;
iMouse.y = canvas.height - event.offsetY;
}
});
canvas.addEventListener("mousedown", (event) => {
iMouse.clickX = event.offsetX;
iMouse.clickY = canvas.height - event.offsetY;
isMouseDown = true;
var x = event.offsetX;
var y = canvas.height - event.offsetY;
iMouse.x = x;
iMouse.y = y;
iMouse.clickX = x;
iMouse.clickY = y;
});
canvas.addEventListener("mouseup", () => {
iMouse.clickX = 0;
iMouse.clickY = 0;
isMouseDown = false;
// Negate click position to indicate button released (Shadertoy convention)
iMouse.clickX = -Math.abs(iMouse.clickX);
iMouse.clickY = -Math.abs(iMouse.clickY);
});
// Prevent context menu on right-click to avoid interrupting interaction
canvas.addEventListener("contextmenu", (event) => {
event.preventDefault();
});
// Touch support for mobile devices
canvas.addEventListener("touchstart", (event) => {
event.preventDefault();
if (event.touches.length > 0) {
var touch = event.touches[0];
var rect = canvas.getBoundingClientRect();
var x = touch.clientX - rect.left;
var y = canvas.height - (touch.clientY - rect.top);
isMouseDown = true;
iMouse.x = x;
iMouse.y = y;
iMouse.clickX = x;
iMouse.clickY = y;
}
}, { passive: false });
canvas.addEventListener("touchmove", (event) => {
event.preventDefault();
if (isMouseDown && event.touches.length > 0) {
var touch = event.touches[0];
var rect = canvas.getBoundingClientRect();
iMouse.x = touch.clientX - rect.left;
iMouse.y = canvas.height - (touch.clientY - rect.top);
}
}, { passive: false });
canvas.addEventListener("touchend", (event) => {
event.preventDefault();
isMouseDown = false;
iMouse.clickX = -Math.abs(iMouse.clickX);
iMouse.clickY = -Math.abs(iMouse.clickY);
}, { passive: false });
canvas.addEventListener("touchcancel", () => {
isMouseDown = false;
iMouse.clickX = -Math.abs(iMouse.clickX);
iMouse.clickY = -Math.abs(iMouse.clickY);
});
}