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-.. _doc_migrating_to_godot_shader_language:
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+.. _doc_converting_glsl_to_godot_shaders:
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-Migrating to Godot's shading language
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-=====================================
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+Converting GLSL to Godot shaders
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+================================
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-Introduction
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-------------
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+This document explains the differences between Godot's shading language and GLSL
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+and gives practical advice on how to migrate shaders from other sources, such as
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+Shadertoy and The Book of Shaders, into Godot shaders.
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-This document explains the differences between Godot's shading language
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-and GLSL and gives practical advice on how to migrate shaders from other
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-sources, such as Shadertoy and The Book of Shaders, into Godot shaders.
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-
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-For detailed information on Godot's shading language, please refer to the :ref:`Shading Language <doc_shading_language>`
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-reference.
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+For detailed information on Godot's shading language, please refer to the
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+:ref:`Shading Language <doc_shading_language>` reference.
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GLSL
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----
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-Godot uses a shading language based on GLSL with the addition of a few quality-of-life features.
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-Accordingly, most features available in GLSL are available in Godot's shading language.
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+Godot uses a shading language based on GLSL with the addition of a few
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+quality-of-life features. Accordingly, most features available in GLSL are
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+available in Godot's shading language.
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Shader programs
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^^^^^^^^^^^^^^^
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-In GLSL, each shader uses a separate program. You have one program for the vertex shader and one
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-for the fragment shader. In Godot, you have a single shader that contains a ``vertex`` and/or a
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-``fragment`` function. If you only choose to write one, Godot will supply the other.
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+In GLSL, each shader uses a separate program. You have one program for the
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+vertex shader and one for the fragment shader. In Godot, you have a single
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+shader that contains a ``vertex`` and/or a ``fragment`` function. If you only
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+choose to write one, Godot will supply the other.
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-Godot allows uniform variables and functions to be shared by defining the fragment and vertex
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-shaders in one file. In GLSL, the vertex and fragment programs cannot share variables except
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-when varyings are used.
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+Godot allows uniform variables and functions to be shared by defining the
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+fragment and vertex shaders in one file. In GLSL, the vertex and fragment
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+programs cannot share variables except when varyings are used.
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Vertex attributes
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^^^^^^^^^^^^^^^^^
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-In GLSL, you can pass in per-vertex information using attributes and have the flexibility to
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-pass in as much or as little as you want. In Godot, you have a set number of input attributes,
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-including ``VERTEX`` (position), ``COLOR``, ``UV``, ``UV2``, ``NORMAL``. For a complete list,
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-see the :ref:`Shading language reference <doc_shading_language>`.
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+In GLSL, you can pass in per-vertex information using attributes and have the
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+flexibility to pass in as much or as little as you want. In Godot, you have a
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+set number of input attributes, including ``VERTEX`` (position), ``COLOR``,
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+``UV``, ``UV2``, ``NORMAL``. For a complete list, see the :ref:`Shading language
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+reference <doc_shading_language>`.
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gl_Position
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^^^^^^^^^^^
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-``gl_Position`` receives the final position of a vertex specified in the vertex shader.
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-It is specified by the user in clip space. Typically, in GLSL, the model space vertex position
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-is passed in using a vertex attribute called ``position`` and you handle the
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-conversion from model space to clip space manually.
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+``gl_Position`` receives the final position of a vertex specified in the vertex
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+shader. It is specified by the user in clip space. Typically, in GLSL, the model
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+space vertex position is passed in using a vertex attribute called ``position``
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+and you handle the conversion from model space to clip space manually.
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-In Godot, ``VERTEX`` specifies the vertex position in model space at the beginning of the ``vertex``
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-function. Godot also handles the final conversion to clip space after the user-defined ``vertex``
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-function is run. If you want to skip the conversion from model to view space, you can set the
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-``render_mode`` to ``skip_vertex_transform``. If you want to skip all transforms, set
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-``render_mode`` to ``skip_vertex_transform`` and set the ``PROJECTION_MATRIX`` to ``mat4(1.0)``
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-in order to nullify the final transform from view space to clip space.
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+In Godot, ``VERTEX`` specifies the vertex position in model space at the
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+beginning of the ``vertex`` function. Godot also handles the final conversion to
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+clip space after the user-defined ``vertex`` function is run. If you want to
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+skip the conversion from model to view space, you can set the ``render_mode`` to
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+``skip_vertex_transform``. If you want to skip all transforms, set
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+``render_mode`` to ``skip_vertex_transform`` and set the ``PROJECTION_MATRIX``
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+to ``mat4(1.0)`` in order to nullify the final transform from view space to clip
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+space.
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Varyings
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^^^^^^^^
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-Varyings are a type of variable that can be passed from the vertex shader to the fragment shader. In
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-modern GLSL (3.0 and up), varyings are defined with the ``in`` and ``out`` keywords. A variable going
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-out of the vertex shader is defined with ``out`` in the vertex shader and ``in`` inside the fragment shader.
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+Varyings are a type of variable that can be passed from the vertex shader to the
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+fragment shader. In modern GLSL (3.0 and up), varyings are defined with the
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+``in`` and ``out`` keywords. A variable going out of the vertex shader is
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+defined with ``out`` in the vertex shader and ``in`` inside the fragment shader.
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Main
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^^^^
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-In GLSL, each shader program looks like a self-contained C-style program. Accordingly, the main entry point
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-is ``main``. If you are copying a vertex shader, rename ``main`` to ``vertex`` and if you are copying a
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-fragment shader, rename ``main`` to ``fragment``.
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+In GLSL, each shader program looks like a self-contained C-style program.
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+Accordingly, the main entry point is ``main``. If you are copying a vertex
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+shader, rename ``main`` to ``vertex`` and if you are copying a fragment shader,
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+rename ``main`` to ``fragment``.
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Macros
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^^^^^^
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-In keeping with its similarity to C, GLSL lets you use macros. Commonly ``#define`` is used to define
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-constants or small functions. There is no straightforward way to translate defines to Godot's shading language.
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-If it is a function that is defined, then replace with a function, and if it is a constant, then replace with
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-a uniform. For other macros (``#if``, ``#ifdef``, etc.), there is no equivalent because they run during the
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-pre-processing stage of compilation.
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+In keeping with its similarity to C, GLSL lets you use macros. Commonly
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+``#define`` is used to define constants or small functions. There is no
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+straightforward way to translate defines to Godot's shading language. If it is a
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+function that is defined, then replace with a function, and if it is a constant,
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+then replace with a uniform. For other macros (``#if``, ``#ifdef``, etc.), there
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+is no equivalent because they run during the pre-processing stage of
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+compilation.
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Variables
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^^^^^^^^^
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-GLSL has many built-in variables that are hard-coded. These variables are not uniforms, so they
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-are not editable from the main program.
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+GLSL has many built-in variables that are hard-coded. These variables are not
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+uniforms, so they are not editable from the main program.
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+---------------------+---------+------------------------+-----------------------------------------------------+
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|Variable |Type |Equivalent |Description |
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@@ -103,21 +109,25 @@ are not editable from the main program.
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Coordinates
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^^^^^^^^^^^
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-``gl_FragCoord`` in GLSL and ``FRAGCOORD`` in the Godot shading language use the same coordinate system.
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-If using UV in Godot, the y-coordinate will be flipped upside down.
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+``gl_FragCoord`` in GLSL and ``FRAGCOORD`` in the Godot shading language use the
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+same coordinate system. If using UV in Godot, the y-coordinate will be flipped
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+upside down.
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Precision
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^^^^^^^^^
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-In GLSL, you can define the precision of a given type (float or int) at the top of the shader with the
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-``precision`` keyword. In Godot, you can set the precision of individual variables as you need by placing
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-precision qualifiers ``lowp``, ``mediump``, and ``highp`` before the type when defining the variable. For
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-more information, see the :ref:`Shading Language <doc_shading_language>` reference.
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+In GLSL, you can define the precision of a given type (float or int) at the top
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+of the shader with the ``precision`` keyword. In Godot, you can set the
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+precision of individual variables as you need by placing precision qualifiers
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+``lowp``, ``mediump``, and ``highp`` before the type when defining the variable.
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+For more information, see the :ref:`Shading Language <doc_shading_language>`
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+reference.
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Shadertoy
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---------
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-`Shadertoy <https://www.shadertoy.com/results?query=&sort=popular&from=10&num=4>`_ is a website that makes it easy to write fragment shaders and
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+`Shadertoy <https://www.shadertoy.com/results?query=&sort=popular&from=10&num=4>`_
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+is a website that makes it easy to write fragment shaders and
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create `pure magic <https://www.shadertoy.com/view/4tjGRh>`_.
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Shadertoy does not give the user full control over the shader. It handles all
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@@ -126,27 +136,30 @@ the input and uniforms and only lets the user write the fragment shader.
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Types
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^^^^^
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-Shadertoy uses the webgl spec, so it runs a slightly different version of GLSL. However, it still
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-has the regular types, including constants and macros.
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+Shadertoy uses the webgl spec, so it runs a slightly different version of GLSL.
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+However, it still has the regular types, including constants and macros.
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mainImage
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^^^^^^^^^
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-The main point of entry to a Shadertoy shader is the ``mainImage`` function. ``mainImage`` has two
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-parameters, ``fragColor`` and ``fragCoord``, which correspond to ``COLOR`` and ``FRAGCOORD`` in Godot,
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-respectively. These parameters are handled automatically in Godot, so you do not need to include them
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-as parameters yourself. Anything in the ``mainImage`` function should be copied into the ``fragment``
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-function when porting to Godot.
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+The main point of entry to a Shadertoy shader is the ``mainImage`` function.
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+``mainImage`` has two parameters, ``fragColor`` and ``fragCoord``, which
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+correspond to ``COLOR`` and ``FRAGCOORD`` in Godot, respectively. These
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+parameters are handled automatically in Godot, so you do not need to include
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+them as parameters yourself. Anything in the ``mainImage`` function should be
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+copied into the ``fragment`` function when porting to Godot.
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Variables
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^^^^^^^^^
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-In order to make writing fragment shaders straightforward and easy, Shadertoy handles passing a lot
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-of helpful information from the main program into the fragment shader for you. A few of these
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-have no equivalents in Godot because Godot has chosen not to make them available by default.
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-This is okay because Godot gives you the ability to make your own uniforms. For variables whose
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-equivalents are listed as "Provide with Uniform", users are responsible for creating that
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-uniform themselves. The description gives the reader a hint about what they can pass in as a substitute.
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+In order to make writing fragment shaders straightforward and easy, Shadertoy
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+handles passing a lot of helpful information from the main program into the
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+fragment shader for you. A few of these have no equivalents in Godot because
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+Godot has chosen not to make them available by default. This is okay because
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+Godot gives you the ability to make your own uniforms. For variables whose
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+equivalents are listed as "Provide with Uniform", users are responsible for
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+creating that uniform themselves. The description gives the reader a hint about
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+what they can pass in as a substitute.
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+---------------------+---------+------------------------+-----------------------------------------------------+
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|Variable |Type |Equivalent |Description |
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@@ -177,36 +190,41 @@ uniform themselves. The description gives the reader a hint about what they can
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Coordinates
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^^^^^^^^^^^
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-``fragCoord`` behaves the same as ``gl_FragCoord`` in :ref:`GLSL <glsl_coordinates>` and ``FRAGCOORD`` in Godot.
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+``fragCoord`` behaves the same as ``gl_FragCoord`` in :ref:`GLSL
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+<glsl_coordinates>` and ``FRAGCOORD`` in Godot.
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The Book of Shaders
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-------------------
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-Similar to Shadertoy, `The Book of Shaders <https://thebookofshaders.com>`_ provides access to a fragment
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-shader in the web browser, with which the user may interact. The user is restricted to writing fragment
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-shader code with a set list of uniforms passed in and with no ability to add additional uniforms.
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+Similar to Shadertoy, `The Book of Shaders <https://thebookofshaders.com>`_
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+provides access to a fragment shader in the web browser, with which the user may
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+interact. The user is restricted to writing fragment shader code with a set list
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+of uniforms passed in and with no ability to add additional uniforms.
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-For further help on porting shaders to various frameworks generally, The Book of Shaders provides
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-a `page <https://thebookofshaders.com/04>`_ on running shaders in various frameworks.
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+For further help on porting shaders to various frameworks generally, The Book of
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+Shaders provides a `page <https://thebookofshaders.com/04>`_ on running shaders
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+in various frameworks.
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Types
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^^^^^
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-The Book of Shaders uses the webgl spec, so it runs a slightly different version of GLSL. However, it still
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-has the regular types, including constants and macros.
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+The Book of Shaders uses the webgl spec, so it runs a slightly different version
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+of GLSL. However, it still has the regular types, including constants and
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+macros.
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Main
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^^^^
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-The entry point for a Book of Shaders fragment shader is ``main``, just like in GLSL. Everything written in
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-a Book of Shaders ``main`` function should be copied into Godot's ``fragment`` function.
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+The entry point for a Book of Shaders fragment shader is ``main``, just like in
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+GLSL. Everything written in a Book of Shaders ``main`` function should be copied
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+into Godot's ``fragment`` function.
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Variables
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^^^^^^^^^
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-The Book of Shaders sticks closer to plain GLSL than Shadertoy does. It also implements fewer uniforms than
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-Shadertoy.
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+The Book of Shaders sticks closer to plain GLSL than Shadertoy does. It also
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+implements fewer uniforms than Shadertoy.
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+---------------------+---------+------------------------+-----------------------------------------------------+
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|Variable |Type |Equivalent |Description |
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@@ -225,4 +243,5 @@ Shadertoy.
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Coordinates
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^^^^^^^^^^^
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-The Book of Shaders uses the same coordinate system as :ref:`GLSL <glsl_coordinates>`.
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+The Book of Shaders uses the same coordinate system as
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+:ref:`GLSL <glsl_coordinates>`.
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