# This file was originally part of the KDE Shader Wallpaper Project # it contains modifications from Neil Panda and myself import os import re import shutil # Specify the directory where your .frag files are located source_directory = 'src' output_directory = 'processed' # List of variables to update variables_to_update = [ 'iTime', 'iTimeDelta', 'iFrameRate', 'iSampleRate', 'iFrame', 'iDate', 'iMouse', 'iResolution', r'iChannelTime', r'iChannelResolution' ] # Header to be prepended to the shader file header = '''#version 450 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float iTime; float iTimeDelta; float iFrameRate; float iSampleRate; int iFrame; vec4 iDate; vec4 iMouse; vec3 iResolution; float iChannelTime[4]; vec3 iChannelResolution[4]; } ubuf; layout(binding = 1) uniform sampler2D iChannel0; layout(binding = 2) uniform sampler2D iChannel1; layout(binding = 3) uniform sampler2D iChannel2; layout(binding = 4) uniform sampler2D iChannel3; vec2 fragCoord = vec2(qt_TexCoord0.x, 1.0 - qt_TexCoord0.y) * ubuf.iResolution.xy; ''' # Footer to be appended, containing the main entry point footer = ''' void main() { vec4 color = vec4(0.0); mainImage(color, fragCoord); fragColor = color; } ''' for root, dirs, files in os.walk(source_directory): for file in files: if file.endswith('.frag'): file_path = os.path.join(root, file) with open(file_path, 'r', encoding='utf-8') as f: content = f.read() # 1. Remove any existing #version directive to avoid conflicts content = re.sub(r'^\s*#version\s+.*?\n', '', content, flags=re.MULTILINE) # 2. Remove any pre-existing main() function content = re.sub(r'void\s+main\s*\([^)]*\)\s*\{[\s\S]*?\}', '', content) # 3. Prepend 'ubuf.' to all shadertoy uniforms for var in variables_to_update: pattern = r'(?