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Fix errors after rebasing the branch on master

Nathan Lovato 4 anni fa
parent
commit
ed6fce7762

+ 1 - 1
tutorials/shading/index.rst

@@ -11,7 +11,7 @@ Shading
    shader_materials
    shader_materials
    visual_shaders
    visual_shaders
    screen-reading_shaders
    screen-reading_shaders
-   migrating_to_godot_shader_language
+   converting_glsl_to_godot_shaders
    shaders_style_guide
    shaders_style_guide
    advanced_postprocessing
    advanced_postprocessing
    using_viewport_as_texture
    using_viewport_as_texture

+ 0 - 220
tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst

@@ -1,220 +0,0 @@
-.. _doc_your_first_canvasitem_shader:
-
-Your first CanvasItem shader
-============================
-
-Introduction
-------------
-
-Shaders are special programs that execute on the GPU and are used for rendering
-graphics. All modern rendering is done with shaders. For a more detailed description
-of what shaders are please see :ref:`doc_introduction_to_shaders`.
-
-This tutorial will focus on the practical aspects of writing shader programs by walking
-you through the process of writing a shader with both vertex and fragment functions.
-This tutorial targets absolute beginners to shaders.
-
-.. note:: If you have experience writing shaders and are just looking for
-          an overview of how shaders work in Godot, see the :ref:`Shading Reference <toc-shading-reference>`.
-
-Setup
------
-
-:ref:`CanvasItem <doc_canvas_item_shader>` shaders are used to draw all 2D objects in Godot,
-while :ref:`Spatial <doc_spatial_shader>` shaders are used to draw all 3D objects.
-
-In order to use a shader it must be attached inside a :ref:`Material <class_material>`
-which must be attached to an object. Materials are a type of :ref:`Resource <doc_resources>`.
-To draw multiple objects with the same material, the material must be attached to each object.
-
-All objects derived from a :ref:`CanvasItem <class_canvasitem>` have a material property.
-This includes all :ref:`GUI elements <class_Control>`, :ref:`Sprites <class_sprite>`, :ref:`TileMaps <class_tilemap>`,
-:ref:`MeshInstance2Ds <class_meshinstance2d>` etc.
-They also have an option to inherit their parent's material. This can be useful if you have
-a large number of nodes that you want to use the same material.
-
-To begin, create a Sprite node. You can use any CanvasItem, but for this tutorial we will
-use a Sprite.
-
-In the Inspector, click beside "Texture" where it says "[empty]" and select "Load", then select
-"Icon.png". For new projects, this is the Godot icon. You should now see the icon in the viewport.
-
-Next, look down in the Inspector, under the CanvasItem section, click beside "Material" and select
-"New ShaderMaterial". This creates a new Material resource. Click on the sphere that appears. Godot currently
-doesn't know whether you are writing a CanvasItem Shader or a Spatial Shader and it previews the output
-of spatial shaders. So what you are seeing is the output of the default Spatial Shader.
-
-Click beside "Shader" and select "New Shader". Finally, click on the new shader resource and the shader
-editor will open. You are now ready to begin writing your first shader.
-
-Your first CanvasItem shader
-----------------------------
-
-In Godot, all shaders start with a line specifying what type of shader they are. It uses
-the following format:
-
-.. code-block:: glsl
-
-  shader_type canvas_item;
-
-Because we are writing a CanvasItem shader, we specify ``canvas_item`` in the first line. All our code will
-go beneath this declaration.
-
-This line tells the engine which built-in variables and functionality to supply you with.
-
-In Godot you can override three functions to control how the shader operates; ``vertex``, ``fragment``, and ``light``.
-This tutorial will walk you through writing a shader with both vertex and fragment functions. Light
-functions are significantly more complex than vertex and fragment functions and so will not be covered here.
-
-Your first fragment function
-----------------------------
-
-The fragment function runs for every pixel in a Sprite and determines what color that pixel should be.
-
-They are restricted to the pixels covered by the Sprite, that means you cannot use one to, for example,
-create an outline around a Sprite.
-
-The most basic fragment function does nothing except assign a single color to every pixel.
-
-We do so by writing a ``vec4`` to the built-in variable ``COLOR``. ``vec4`` is shorthand for constructing
-a vector with 4 numbers. For more information about vectors see the :ref:`Vector math tutorial <doc_vector_math>`
-``COLOR`` is both an input variable to the fragment function and the final output from it.
-
-.. code-block:: glsl
-
-  void fragment(){
-    COLOR = vec4(0.4, 0.6, 0.9, 1.0);
-  }
-
-.. image:: img/blue-box.png
-
-Congratulations! You're done. You have successfully written your first shader in Godot.
-
-Now let's make things more complex.
-
-There are many inputs to the fragment function that you can use for calculating ``COLOR``.
-``UV`` is one of them. UV coordinates are specified in your Sprite (without you knowing it!)
-and they tell the shader where to read from textures for each part of the mesh.
-
-In the fragment function you can only read from ``UV``, but you can use it in other functions
-or to assign values to ``COLOR`` directly.
-
-``UV`` varies between 0-1 from left-right and from top-bottom.
-
-.. image:: img/iconuv.png
-
-.. code-block:: glsl
-
-  void fragment() {
-    COLOR = vec4(UV, 0.5, 1.0);
-  }
-
-.. image:: img/UV.png
-
-Using ``TEXTURE`` built-in
-^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-When you want to adjust a color in a Sprite you cannot just adjust the color from the texture
-manually like in the code below.
-
-.. code-block:: glsl
-
-  void fragment(){
-    //this shader will result in an all white rectangle
-    COLOR.b = 1.0;
-  }
-
-The default fragment function reads from a texture and displays it. When you overwrite the default fragment function,
-you lose that functionality, so you have to implement it yourself. You read from textures using the
-``texture`` function. Certain nodes, like Sprites, have a dedicated texture variable that can be accessed in the shader
-using ``TEXTURE``. Use it together with ``UV`` and ``texture`` to draw the Sprite.
-
-.. code-block:: glsl
-
-  void fragment(){
-    COLOR = texture(TEXTURE, UV); //read from texture
-    COLOR.b = 1.0; //set blue channel to 1.0
-  }
-
-.. image:: img/blue-tex.png
-
-Uniform input
-^^^^^^^^^^^^^
-
-Uniform input is used to pass data into a shader that will be the same across the entire shader.
-
-You can use uniforms by defining them at the top of your shader like so:
-
-.. code-block:: glsl
-
-  uniform float size;
-
-For more information about usage see the :ref:`Shading Language doc <doc_shading_language>`.
-
-Add a uniform to change the amount of blue in our Sprite.
-
-.. code-block:: glsl
-
-  uniform float blue = 1.0; // you can assign a default value to uniforms
-
-  void fragment(){
-    COLOR = texture(TEXTURE, UV); //read from texture
-    COLOR.b = blue;
-  }
-
-Now you can change the amount of blue in the Sprite from the editor. Look back at the Inspector
-under where you created your shader. You should see a section called "Shader Param". Unfold that
-section and you will see the uniform you just declared. If you change the value in the editor, it
-will overwrite the default value you provided in the shader.
-
-Interacting with shaders from code
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-You can change uniforms from code using the function ``set_shader_param()`` which is called on the node's
-material resource. With a Sprite node, the following code can be used to set the ``blue`` uniform.
-
-::
-
-  var blue_value = 1.0
-  material.set_shader_param("blue", blue_value)
-
-Note that the name of the uniform is a string. The string must match exactly with how it is
-written in the shader, including spelling and case.
-
-Your first vertex function
---------------------------
-
-Now that we have a fragment function, let's write a vertex function.
-
-Use the vertex function to calculate where on the screen each vertex should end up.
-
-The most important variable in the vertex function is ``VERTEX``. Initially, it specifies
-the vertex coordinates in your model, but you also write to it to determine where to actually
-draw those vertices. ``VERTEX`` is a ``vec2`` that is initially presented in local-space
-(i.e. not relative to the camera, viewport, or parent nodes).
-
-You can offset the vertices by directly adding to ``VERTEX``.
-
-.. code-block:: glsl
-
-  void vertex() {
-    VERTEX += vec2(10.0, 0.0);
-  }
-
-Combined with the ``TIME`` built-in variable, this can be used for simple animation.
-
-.. code-block:: glsl
-
-  void vertex() {
-    // Animate Sprite moving in big circle around its location
-    VERTEX += vec2(cos(TIME)*100.0, sin(TIME)*100.0);
-  }
-
-Conclusion
-----------
-
-At their core, shaders do what you have seen so far, they compute ``VERTEX`` and ``COLOR``. It is
-up to you to dream up more complex mathematical strategies for assigning values to those variables.
-
-For inspiration, take a look at some of the more advanced shader tutorials, and look at other sites
-like `Shadertoy <https://www.shadertoy.com/results?query=&sort=popular&from=10&num=4>`_ and `The Book of Shaders <https://thebookofshaders.com>`_.