# How to convert a shader from the shadertoy in vvvv

Hi guys!
I would like to use this shader in vvvv https://www.shadertoy.com/view/ldlXRS
How can I convert it and use 4v?

Thanks! =)

``````//Noise animation - Electric
//by nimitz (stormoid.com) (twitter: @stormoid)

//The domain is displaced by two fbm calls one for each axis.
//Turbulent fbm (aka ridged) is used for better effect.

- define time iGlobalTime*0.15
- define tau 6.2831853

mat2 makem2(in float theta){float c = cos(theta);float s = sin(theta);return mat2(c,-s,s,c);}
float noise( in vec2 x ){return texture2D(iChannel0, x*.01).x;}

float fbm(in vec2 p)
{
float z=2.;
float rz = 0.;
vec2 bp = p;
for (float i= 1.;i < 6.;i++)
{
rz+= abs((noise(p)-0.5)*2.)/z;
z = z*2.;
p = p*2.;
}
return rz;
}

float dualfbm(in vec2 p)
{
//get two rotated fbm calls and displace the domain
vec2 p2 = p*.7;
vec2 basis = vec2(fbm(p2-time*1.6),fbm(p2+time*1.7));
basis = (basis-.5)*.2;
p += basis;

//coloring
return fbm(p*makem2(time*0.2));
}

float circ(vec2 p)
{
float r = length(p);
r = log(sqrt(r));
return abs(mod(r*4.,tau)-3.14)*3.+.2;

}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
//setup system
vec2 p = fragCoord.xy / iResolution.xy-0.5;
p.x *= iResolution.x/iResolution.y;
p*=4.;

float rz = dualfbm(p);

//rings
p /= exp(mod(time*10.,3.14159));
rz *= pow(abs[0.1-circ(p)](https://vvvv.org/documentation/0.1-circ(p)),.9);

//final color
vec3 col = vec3(.2,0.1,0.4)/rz;
col=pow(abs(col),vec3(.99));
fragColor = vec4(col,1.);
}``````

have a look here

and here

@Noir
Nice
Thnank you!

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