Autograph Hub

Wiki · Autograph / Shadertoy / GLSL

Autograph Shadertoy porting and validation guide

A practical guide for moving a Shadertoy-style fragment shader into Autograph, identifying unsupported assumptions, validating coordinates and channels, and deciding whether the result is safe for production.

What Autograph supports

Autograph provides Shadertoy generators and modifiers for GLSL fragment shaders. Maxon documents two modes: a Shadertoy-compatible mode intended for many single-pass shaders, and an Autograph Extended mode with additional behavior and restrictions. The usual entry point is mainImage(out vec4 fragColor, in vec2 fragCoord).

Do not assume that every shader on shadertoy.com will paste in unchanged. Maxon states that native multi-pass shaders and sound are not supported directly. Some visual multi-pass designs can be rebuilt by chaining several Shadertoy modifiers, but that becomes an explicit Autograph composition rather than a direct one-step import.

Classify the shader before porting

Coordinate and resolution checks

Uniforms and animation

Texture inputs and filtering

Alpha and compositing behavior

Color-management checks

Performance and numerical stability

Common failure patterns

Minimum acceptance test

  1. Archive the original shader URL, author attribution, license information, and an untouched source copy.
  2. Identify single-pass, multi-pass, feedback, texture, and sound dependencies.
  3. Compile in an empty Autograph verification project and save the exact error text if compilation fails.
  4. Test at 1:1 pixel scale in square, portrait, and landscape frames.
  5. Check frame zero, a middle frame, a late frame, and the final delivery frame.
  6. Validate texture channels, alpha, backgrounds, and color-management assumptions.
  7. Render a short image sequence at delivery resolution and compare it with the interactive viewer.
  8. Record Autograph version, GPU, driver, shader mode, source textures, controls, and known limitations.

Practical rule

Treat a copied Shadertoy shader as source code that must be integrated and tested, not as a portable visual asset. The smaller and more explicit its inputs, passes, coordinates, color assumptions, and license are, the safer it is to use in an Autograph project.

Useful next pages

Sources checked