Create GLSL shader
create_glsl_shaderCreate a GLSL TOP in TouchDesigner with custom fragment and vertex shaders; automatically binds numeric uniforms and sets the output resolution.
Instructions
Create a GLSL TOP under parent_path that renders a custom fragment shader (and optional vertex shader). The shader source is placed in companion Text DATs (<name>_frag and, if given, <name>_vert) and wired to the GLSL TOP's pixel/vertex parameters; numeric uniforms are best-effort bound on the Vectors page and the output resolution is set. Returns the GLSL TOP path, the fragment/vertex DAT paths, and any warnings (e.g. sampler2D uniforms or uniform binds that need manual wiring).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| parent_path | Yes | Parent COMP to create the GLSL TOP inside. | |
| name | No | Name for the GLSL TOP (default 'glsl1'). | |
| fragment_shader | Yes | GLSL fragment (pixel) shader source. | |
| vertex_shader | No | Optional GLSL vertex shader source. | |
| uniforms | No | Optional uniform declarations to best-effort bind on the GLSL TOP. | |
| resolution | No | Output resolution: '720p' (1280x720), '1080p' (1920x1080), '4K' (3840x2160), or 'input' (default — inherit from the input TOP). | input |