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@@ -99,60 +99,106 @@ is usually:
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* **y**: Phase during lifetime (``0.0`` to ``1.0``).
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* **z**: Animation frame.
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-+--------------------------------+----------------------------------------------------+
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-| Built-in | Description |
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-+================================+====================================================+
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-| in mat4 **MODEL_MATRIX** | Local space to world space transform. World space |
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-| | is the coordinates you normally use in the editor. |
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-+--------------------------------+----------------------------------------------------+
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-| in mat4 **CANVAS_MATRIX** | World space to canvas space transform. In canvas |
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-| | space the origin is the upper-left corner of the |
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-| | screen and coordinates ranging from ``(0.0, 0.0)`` |
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-| | to viewport size. |
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-+--------------------------------+----------------------------------------------------+
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-| in mat4 **SCREEN_MATRIX** | Canvas space to clip space. In clip space |
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-| | coordinates ranging from ``(-1.0, -1.0)`` to |
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-| | ``(1.0, 1.0).`` |
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-+--------------------------------+----------------------------------------------------+
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-| in int **INSTANCE_ID** | Instance ID for instancing. |
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-+--------------------------------+----------------------------------------------------+
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-| in vec4 **INSTANCE_CUSTOM** | Instance custom data. |
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-+--------------------------------+----------------------------------------------------+
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-| in bool **AT_LIGHT_PASS** | Always ``false``. |
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-+--------------------------------+----------------------------------------------------+
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-| in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
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-| | For a Sprite2D with a texture of size 64x32px, |
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-| | **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)`` |
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-+--------------------------------+----------------------------------------------------+
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-| inout vec2 **VERTEX** | Vertex position, in local space. |
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-+--------------------------------+----------------------------------------------------+
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-| in int **VERTEX_ID** | The index of the current vertex in the vertex |
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-| | buffer. |
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-+--------------------------------+----------------------------------------------------+
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-| inout vec2 **UV** | Normalized texture coordinates. Range from ``0.0`` |
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-| | to ``1.0``. |
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-+--------------------------------+----------------------------------------------------+
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-| inout vec4 **COLOR** | Color from vertex primitive. |
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-+--------------------------------+----------------------------------------------------+
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-| inout float **POINT_SIZE** | Point size for point drawing. |
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-+--------------------------------+----------------------------------------------------+
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-| in vec4 **CUSTOM0** | Custom value from vertex primitive. |
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-+--------------------------------+----------------------------------------------------+
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-| in vec4 **CUSTOM1** | Custom value from vertex primitive. |
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-+--------------------------------+----------------------------------------------------+
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++--------------------------------+----------------------------------------------------------------+
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+| Built-in | Description |
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++================================+================================================================+
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+| in mat4 **MODEL_MATRIX** | Local space to world space transform. World space |
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+| | is the coordinates you normally use in the editor. |
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++--------------------------------+----------------------------------------------------------------+
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+| in mat4 **CANVAS_MATRIX** | World space to canvas space transform. In canvas |
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+| | space the origin is the upper-left corner of the |
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+| | screen and coordinates ranging from ``(0.0, 0.0)`` |
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+| | to viewport size. |
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++--------------------------------+----------------------------------------------------------------+
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+| in mat4 **SCREEN_MATRIX** | Canvas space to clip space. In clip space |
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+| | coordinates ranging from ``(-1.0, -1.0)`` to |
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+| | ``(1.0, 1.0).`` |
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++--------------------------------+----------------------------------------------------------------+
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+| in int **INSTANCE_ID** | Instance ID for instancing. |
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++--------------------------------+----------------------------------------------------------------+
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+| in vec4 **INSTANCE_CUSTOM** | Instance custom data. |
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++--------------------------------+----------------------------------------------------------------+
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+| in bool **AT_LIGHT_PASS** | Always ``false``. |
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++--------------------------------+----------------------------------------------------------------+
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+| in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
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+| | For a Sprite2D with a texture of size 64x32px, |
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+| | **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)`` |
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++--------------------------------+----------------------------------------------------------------+
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+| inout vec2 **VERTEX** | Vertex position, in local space. |
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++--------------------------------+----------------------------------------------------------------+
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+| in int **VERTEX_ID** | The index of the current vertex in the vertex |
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+| | buffer. |
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++--------------------------------+----------------------------------------------------------------+
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+| inout vec2 **UV** | Normalized texture coordinates. Range from ``0.0`` |
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+| | to ``1.0``. |
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++--------------------------------+----------------------------------------------------------------+
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+| inout vec4 **COLOR** | Color from vertex primitive multiplied by CanvasItem's |
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+| | :ref:`modulate<class_CanvasItem_property_modulate>` |
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+| | multiplied by CanvasItem's |
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+| | :ref:`self_modulate<class_CanvasItem_property_self_modulate>`. |
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++--------------------------------+----------------------------------------------------------------+
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+| inout float **POINT_SIZE** | Point size for point drawing. |
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++--------------------------------+----------------------------------------------------------------+
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+| in vec4 **CUSTOM0** | Custom value from vertex primitive. |
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++--------------------------------+----------------------------------------------------------------+
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+| in vec4 **CUSTOM1** | Custom value from vertex primitive. |
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++--------------------------------+----------------------------------------------------------------+
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+
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+
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Fragment built-ins
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^^^^^^^^^^^^^^^^^^
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-Certain Nodes (for example, :ref:`Sprite2Ds <class_Sprite2D>`) display a texture
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-by default. However, when a custom ``fragment()`` function is attached to these nodes,
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-the texture lookup needs to be done manually. Godot provides the texture color
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-in the ``COLOR`` built-in variable multiplied by the node's color. To read the
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-texture color by itself, you can use:
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+COLOR and TEXTURE
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+~~~~~~~~~~~~~~~~~
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+
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+The built-in variable ``COLOR`` is used for a few things:
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+
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+ - In the ``vertex()`` function, ``COLOR`` contains the color from the vertex
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+ primitive multiplied by the CanvasItem's
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+ :ref:`modulate<class_CanvasItem_property_modulate>` multiplied by the
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+ CanvasItem's :ref:`self_modulate<class_CanvasItem_property_self_modulate>`.
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+ - In the ``fragment()`` function, the input value ``COLOR`` is that same value
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+ multiplied by the color from the default ``TEXTURE`` (if present).
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+ - In the ``fragment()`` function, ``COLOR`` is also the final output.
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+
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+Certain nodes (for example, :ref:`Sprite2D <class_Sprite2D>`) display a texture
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+by default, for example :ref:`texture <class_Sprite2D_property_texture>`. When
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+using a custom ``fragment()`` function, you have a few options on how to sample
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+this texture.
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+
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+To read only the contents of the default texture, ignoring the vertex ``COLOR``:
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.. code-block:: glsl
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- COLOR = texture(TEXTURE, UV);
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+ void fragment() {
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+ COLOR = texture(TEXTURE, UV);
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+ }
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+
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+To read the contents of the default texture multiplied by vertex ``COLOR``:
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+
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+.. code-block:: glsl
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+
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+ void fragment() {
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+ // Equivalent to an empty fragment() function, since COLOR is also the output variable.
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+ COLOR = COLOR;
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+ }
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+
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+To read only the vertex ``COLOR`` in ``fragment()``, ignoring the main texture,
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+you must pass ``COLOR`` as a varying, then read it in ``fragment()``:
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+
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+.. code-block:: glsl
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+
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+ varying vec4 vertex_color;
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+ void vertex() {
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+ vertex_color = COLOR;
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+ }
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+ void fragment() {
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+ COLOR = vertex_color;
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+ }
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+
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+NORMAL
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+~~~~~~
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Similarly, if a normal map is used in the :ref:`CanvasTexture <class_CanvasTexture>`, Godot uses
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it by default and assigns its value to the built-in ``NORMAL`` variable. If you are using a normal
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@@ -178,7 +224,7 @@ it to the ``NORMAL_MAP`` property. Godot will handle converting it for use in 2D
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
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| | For a Sprite2D with a texture of size 64x32px, |
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-| | **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)`` |
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+| | ``TEXTURE_PIXEL_SIZE`` = ``vec2(1/64, 1/32)`` |
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+---------------------------------------------+---------------------------------------------------------------+
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| in bool **AT_LIGHT_PASS** | Always ``false``. |
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+---------------------------------------------+---------------------------------------------------------------+
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@@ -209,7 +255,7 @@ it to the ``NORMAL_MAP`` property. Godot will handle converting it for use in 2D
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| inout vec3 **LIGHT_VERTEX** | Same as ``VERTEX`` but can be written to alter lighting. |
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| | Z component represents height. |
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+---------------------------------------------+---------------------------------------------------------------+
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-| inout vec4 **COLOR** | Color from the ``vertex()`` function multiplied by the |
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+| inout vec4 **COLOR** | ``COLOR`` from the ``vertex()`` function multiplied by the |
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| | ``TEXTURE`` color. Also output color value. |
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+---------------------------------------------+---------------------------------------------------------------+
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