From 9b1da10da1b156c45e9a1d90edefd1ecd8bfd8de Mon Sep 17 00:00:00 2001 From: Jonathan Hefner Date: Tue, 27 Jan 2026 11:37:18 -0600 Subject: [PATCH] Use escaped newlines in ShaderToy README JSON examples The tool input JSON examples for Gradient and Kaleidoscope had literal newlines in the string values, making them invalid JSON. Changed to use `\n` escape sequences to match the Interactive Julia Set example. Fixes regression from 574a768. Co-Authored-By: Claude Opus 4.5 --- examples/shadertoy-server/README.md | 22 ++-------------------- 1 file changed, 2 insertions(+), 20 deletions(-) diff --git a/examples/shadertoy-server/README.md b/examples/shadertoy-server/README.md index 44fb9c4..bcc9f1b 100644 --- a/examples/shadertoy-server/README.md +++ b/examples/shadertoy-server/README.md @@ -90,10 +90,7 @@ _Tool input:_ ```json { - "fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) { - vec2 uv = fragCoord / iResolution.xy; - fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0); -}" + "fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = fragCoord / iResolution.xy;\n fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);\n}" } ``` @@ -122,22 +119,7 @@ _Tool input:_ ```json { - "fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) { - vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y; - float segments = 6.0; - float zoom = 1.0 + 0.3 * sin(iTime * 0.2); - float angle = atan(uv.y, uv.x) + iTime * 0.3; - float r = length(uv) * zoom; - angle = mod(angle, 6.28 / segments); - angle = abs(angle - 3.14 / segments); - vec2 p = vec2(cos(angle), sin(angle)) * r; - p += iTime * 0.1; - float v = sin(p.x * 10.0) * sin(p.y * 10.0); - v += sin(length(p) * 15.0 - iTime * 2.0); - v += sin(p.x * 5.0 + p.y * 7.0 + iTime); - vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime); - fragColor = vec4(col, 1.0); -}" + "fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;\n float segments = 6.0;\n float zoom = 1.0 + 0.3 * sin(iTime * 0.2);\n float angle = atan(uv.y, uv.x) + iTime * 0.3;\n float r = length(uv) * zoom;\n angle = mod(angle, 6.28 / segments);\n angle = abs(angle - 3.14 / segments);\n vec2 p = vec2(cos(angle), sin(angle)) * r;\n p += iTime * 0.1;\n float v = sin(p.x * 10.0) * sin(p.y * 10.0);\n v += sin(length(p) * 15.0 - iTime * 2.0);\n v += sin(p.x * 5.0 + p.y * 7.0 + iTime);\n vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime);\n fragColor = vec4(col, 1.0);\n}" } ```