Yes, like Shadertoy's ichannels inputs.
Note that you'll see an input pin whether or not it is used in a particular shader, so the input will be non-functional for many GLSL modules.
Note also, even if a GLSL module does have multiple inputs used, when first added to a Magic scene it will only show one input pin.
Here's one I wrote a couple of years ago to add four inputs together. It may well be poorly coded, but it works.
If you copy the green code below into a file called Add4.txt and load that into the GLSLShader module you can try it in Magic.
You'll see only one input when added to your project but as you add more connections the number of input pins will increase. Any connection beyond the first four will be ignored by the module.
void main()
{
vec4 col0 = texture2D(iChannel0, gl_FragCoord.xy / iResolution.xy);
vec4 col1 = texture2D(iChannel1, gl_FragCoord.xy / iResolution.xy);
vec4 col2 = texture2D(iChannel2, gl_FragCoord.xy / iResolution.xy);
vec4 col3 = texture2D(iChannel3, gl_FragCoord.xy / iResolution.xy);
gl_FragColor = col0+col1+col2+col3;
}
Nowadays you're much better off using ISF modules if you want to create your own functionality - you can give meaningful names to the inputs (amongst many other benefits such being able to name/search for a module, and Vidvox's ISF editor which will show the location of any errors in the code).
ISF use in Magic:
https://magicmusicvisuals.com/downloads ... e.html#ISF
ISF introduction:
https://vdmx.vidvox.net/blog/isf
ISF editor for Mac:
https://vdmx.vidvox.net/tutorials/using-the-isf-editor
ISF editor for Windows (beta):
https://discourse.vidvox.net/t/isf-edit ... s-beta/647