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@@ -19,72 +19,75 @@ Data types
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Most GLSL ES 3.0 datatypes are supported:
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-+----------------------+---------------------------------------------------------------------------------+
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-| Type | Description |
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-+======================+=================================================================================+
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-| **void** | Void datatype, useful only for functions that return nothing. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **bool** | Boolean datatype, can only contain ``true`` or ``false``. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **bvec2** | Two-component vector of booleans. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **bvec3** | Three-component vector of booleans. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **bvec4** | Four-component vector of booleans. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **int** | 32 bit signed scalar integer. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **ivec2** | Two-component vector of signed integers. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **ivec3** | Three-component vector of signed integers. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **ivec4** | Four-component vector of signed integers. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **uint** | Unsigned scalar integer; can't contain negative numbers. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **uvec2** | Two-component vector of unsigned integers. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **uvec3** | Three-component vector of unsigned integers. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **uvec4** | Four-component vector of unsigned integers. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **float** | 32 bit floating-point scalar. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **vec2** | Two-component vector of floating-point values. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **vec3** | Three-component vector of floating-point values. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **vec4** | Four-component vector of floating-point values. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **mat2** | 2x2 matrix, in column major order. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **mat3** | 3x3 matrix, in column major order. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **mat4** | 4x4 matrix, in column major order. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **sampler2D** | Sampler type for binding 2D textures, which are read as float. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **isampler2D** | Sampler type for binding 2D textures, which are read as signed integer. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **usampler2D** | Sampler type for binding 2D textures, which are read as unsigned integer. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **sampler2DArray** | Sampler type for binding 2D texture arrays, which are read as float. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **isampler2DArray** | Sampler type for binding 2D texture arrays, which are read as signed integer. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **usampler2DArray** | Sampler type for binding 2D texture arrays, which are read as unsigned integer. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **sampler3D** | Sampler type for binding 3D textures, which are read as float. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **isampler3D** | Sampler type for binding 3D textures, which are read as signed integer. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **usampler3D** | Sampler type for binding 3D textures, which are read as unsigned integer. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **samplerCube** | Sampler type for binding Cubemaps, which are read as float. |
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-+----------------------+---------------------------------------------------------------------------------+
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-| **samplerCubeArray** | Sampler type for binding Cubemap arrays, which are read as float. |
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-| | Only supported in Forward+ and Mobile, not Compatibility. |
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-+----------------------+---------------------------------------------------------------------------------+
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++------------------------+---------------------------------------------------------------------------------+
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+| Type | Description |
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++========================+=================================================================================+
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+| **void** | Void datatype, useful only for functions that return nothing. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **bool** | Boolean datatype, can only contain ``true`` or ``false``. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **bvec2** | Two-component vector of booleans. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **bvec3** | Three-component vector of booleans. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **bvec4** | Four-component vector of booleans. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **int** | 32 bit signed scalar integer. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **ivec2** | Two-component vector of signed integers. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **ivec3** | Three-component vector of signed integers. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **ivec4** | Four-component vector of signed integers. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **uint** | Unsigned scalar integer; can't contain negative numbers. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **uvec2** | Two-component vector of unsigned integers. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **uvec3** | Three-component vector of unsigned integers. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **uvec4** | Four-component vector of unsigned integers. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **float** | 32 bit floating-point scalar. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **vec2** | Two-component vector of floating-point values. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **vec3** | Three-component vector of floating-point values. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **vec4** | Four-component vector of floating-point values. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **mat2** | 2x2 matrix, in column major order. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **mat3** | 3x3 matrix, in column major order. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **mat4** | 4x4 matrix, in column major order. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **sampler2D** | Sampler type for binding 2D textures, which are read as float. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **isampler2D** | Sampler type for binding 2D textures, which are read as signed integer. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **usampler2D** | Sampler type for binding 2D textures, which are read as unsigned integer. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **sampler2DArray** | Sampler type for binding 2D texture arrays, which are read as float. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **isampler2DArray** | Sampler type for binding 2D texture arrays, which are read as signed integer. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **usampler2DArray** | Sampler type for binding 2D texture arrays, which are read as unsigned integer. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **sampler3D** | Sampler type for binding 3D textures, which are read as float. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **isampler3D** | Sampler type for binding 3D textures, which are read as signed integer. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **usampler3D** | Sampler type for binding 3D textures, which are read as unsigned integer. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **samplerCube** | Sampler type for binding Cubemaps, which are read as float. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **samplerCubeArray** | Sampler type for binding Cubemap arrays, which are read as float. |
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+| | Only supported in Forward+ and Mobile, not Compatibility. |
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++------------------------+---------------------------------------------------------------------------------+
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+| **samplerExternalOES** | External sampler type. |
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+| | Only supported in Compatibility/Android platform. |
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++------------------------+---------------------------------------------------------------------------------+
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.. warning::
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@@ -943,88 +946,90 @@ GDScript uses different variable types than GLSL does, so when passing variables
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from GDScript to shaders, Godot converts the type automatically. Below is a
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table of the corresponding types:
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| GLSL type | GDScript type | Notes |
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-+======================+=========================+============================================================+
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-| **bool** | **bool** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **bvec2** | **int** | Bitwise packed int where bit 0 (LSB) corresponds to x. |
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-| | | |
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-| | | For example, a bvec2 of (bx, by) could be created in |
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-| | | the following way: |
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-| | | |
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-| | | .. code-block:: gdscript |
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-| | | |
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-| | | bvec2_input: int = (int(bx)) | (int(by) << 1) |
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-| | | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **bvec3** | **int** | Bitwise packed int where bit 0 (LSB) corresponds to x. |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **bvec4** | **int** | Bitwise packed int where bit 0 (LSB) corresponds to x. |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **int** | **int** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **ivec2** | **Vector2i** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **ivec3** | **Vector3i** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **ivec4** | **Vector4i** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **uint** | **int** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **uvec2** | **Vector2i** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **uvec3** | **Vector3i** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **uvec4** | **Vector4i** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **float** | **float** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **vec2** | **Vector2** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **vec3** | **Vector3**, **Color** | When Color is used, it will be interpreted as (r, g, b). |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **vec4** | **Vector4**, **Color**, | When Color is used, it will be interpreted as (r, g, b, a).|
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-| | **Rect2**, **Plane**, | |
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-| | **Quaternion** | When Rect2 is used, it will be interpreted as |
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-| | | (position.x, position.y, size.x, size.y). |
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-| | | |
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-| | | When Plane is used it will be interpreted as |
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-| | | (normal.x, normal.y, normal.z, d). |
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-| | | |
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-| | | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **mat2** | **Transform2D** | |
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-| | | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **mat3** | **Basis** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **mat4** | **Projection**, | When a Transform3D is used, the w Vector is set to the |
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-| | **Transform3D** | identity. |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **sampler2D** | **Texture2D** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **isampler2D** | **Texture2D** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **usampler2D** | **Texture2D** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **sampler2DArray** | **Texture2DArray** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **isampler2DArray** | **Texture2DArray** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **usampler2DArray** | **Texture2DArray** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **sampler3D** | **Texture3D** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **isampler3D** | **Texture3D** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **usampler3D** | **Texture3D** | |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **samplerCube** | **Cubemap** | See :ref:`doc_importing_images_changing_import_type` for |
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-| | | instructions on importing cubemaps for use in Godot. |
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-+----------------------+-------------------------+------------------------------------------------------------+
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-| **samplerCubeArray** | **CubemapArray** | Only supported in Forward+ and Mobile, not Compatibility. |
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-+----------------------+-------------------------+------------------------------------------------------------+
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++------------------------+-------------------------+------------------------------------------------------------+
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+| GLSL type | GDScript type | Notes |
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++========================+=========================+============================================================+
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+| **bool** | **bool** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **bvec2** | **int** | Bitwise packed int where bit 0 (LSB) corresponds to x. |
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+| | | |
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+| | | For example, a bvec2 of (bx, by) could be created in |
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+| | | the following way: |
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+| | | |
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+| | | .. code-block:: gdscript |
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+| | | |
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+| | | bvec2_input: int = (int(bx)) | (int(by) << 1) |
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+| | | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **bvec3** | **int** | Bitwise packed int where bit 0 (LSB) corresponds to x. |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **bvec4** | **int** | Bitwise packed int where bit 0 (LSB) corresponds to x. |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **int** | **int** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **ivec2** | **Vector2i** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **ivec3** | **Vector3i** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **ivec4** | **Vector4i** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **uint** | **int** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **uvec2** | **Vector2i** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **uvec3** | **Vector3i** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **uvec4** | **Vector4i** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **float** | **float** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **vec2** | **Vector2** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **vec3** | **Vector3**, **Color** | When Color is used, it will be interpreted as (r, g, b). |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **vec4** | **Vector4**, **Color**, | When Color is used, it will be interpreted as (r, g, b, a).|
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+| | **Rect2**, **Plane**, | |
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+| | **Quaternion** | When Rect2 is used, it will be interpreted as |
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+| | | (position.x, position.y, size.x, size.y). |
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+| | | |
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+| | | When Plane is used it will be interpreted as |
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+| | | (normal.x, normal.y, normal.z, d). |
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+| | | |
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+| | | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **mat2** | **Transform2D** | |
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+| | | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **mat3** | **Basis** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **mat4** | **Projection**, | When a Transform3D is used, the w Vector is set to the |
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+| | **Transform3D** | identity. |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **sampler2D** | **Texture2D** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **isampler2D** | **Texture2D** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **usampler2D** | **Texture2D** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **sampler2DArray** | **Texture2DArray** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **isampler2DArray** | **Texture2DArray** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **usampler2DArray** | **Texture2DArray** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **sampler3D** | **Texture3D** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **isampler3D** | **Texture3D** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **usampler3D** | **Texture3D** | |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **samplerCube** | **Cubemap** | See :ref:`doc_importing_images_changing_import_type` for |
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+| | | instructions on importing cubemaps for use in Godot. |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **samplerCubeArray** | **CubemapArray** | Only supported in Forward+ and Mobile, not Compatibility. |
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++------------------------+-------------------------+------------------------------------------------------------+
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+| **samplerExternalOES** | **ExternalTexture** | Only supported in Compatibility/Android platform. |
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++------------------------+-------------------------+------------------------------------------------------------+
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.. note:: Be careful when setting shader uniforms from GDScript, no error will
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be thrown if the type does not match. Your shader will just exhibit
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