shading_language.rst 45 KB

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  1. .. _doc_shading_language:
  2. Shading language
  3. ================
  4. Introduction
  5. ------------
  6. Godot uses a shading language similar to GLSL ES 3.0. Most datatypes and functions are supported,
  7. and the few remaining ones will likely be added over time.
  8. If you are already familiar with GLSL, the :ref:`Godot Shader Migration Guide<doc_migrating_to_godot_shader_language>`
  9. is a resource that will help you transition from regular GLSL to Godot's shading language.
  10. Data types
  11. ----------
  12. Most GLSL ES 3.0 datatypes are supported:
  13. +---------------------+---------------------------------------------------------------------------------+
  14. | Type | Description |
  15. +=====================+=================================================================================+
  16. | **void** | Void datatype, useful only for functions that return nothing. |
  17. +---------------------+---------------------------------------------------------------------------------+
  18. | **bool** | Boolean datatype, can only contain "true" or "false". |
  19. +---------------------+---------------------------------------------------------------------------------+
  20. | **bvec2** | Two-component vector of booleans. |
  21. +---------------------+---------------------------------------------------------------------------------+
  22. | **bvec3** | Three-component vector of booleans. |
  23. +---------------------+---------------------------------------------------------------------------------+
  24. | **bvec4** | Four-component vector of booleans. |
  25. +---------------------+---------------------------------------------------------------------------------+
  26. | **int** | Signed scalar integer. |
  27. +---------------------+---------------------------------------------------------------------------------+
  28. | **ivec2** | Two-component vector of signed integers. |
  29. +---------------------+---------------------------------------------------------------------------------+
  30. | **ivec3** | Three-component vector of signed integers. |
  31. +---------------------+---------------------------------------------------------------------------------+
  32. | **ivec4** | Four-component vector of signed integers. |
  33. +---------------------+---------------------------------------------------------------------------------+
  34. | **uint** | Unsigned scalar integer; can't contain negative numbers. |
  35. +---------------------+---------------------------------------------------------------------------------+
  36. | **uvec2** | Two-component vector of unsigned integers. |
  37. +---------------------+---------------------------------------------------------------------------------+
  38. | **uvec3** | Three-component vector of unsigned integers. |
  39. +---------------------+---------------------------------------------------------------------------------+
  40. | **uvec4** | Four-component vector of unsigned integers. |
  41. +---------------------+---------------------------------------------------------------------------------+
  42. | **float** | Floating point scalar. |
  43. +---------------------+---------------------------------------------------------------------------------+
  44. | **vec2** | Two-component vector of floating point values. |
  45. +---------------------+---------------------------------------------------------------------------------+
  46. | **vec3** | Three-component vector of floating point values. |
  47. +---------------------+---------------------------------------------------------------------------------+
  48. | **vec4** | Four-component vector of floating point values. |
  49. +---------------------+---------------------------------------------------------------------------------+
  50. | **mat2** | 2x2 matrix, in column major order. |
  51. +---------------------+---------------------------------------------------------------------------------+
  52. | **mat3** | 3x3 matrix, in column major order. |
  53. +---------------------+---------------------------------------------------------------------------------+
  54. | **mat4** | 4x4 matrix, in column major order. |
  55. +---------------------+---------------------------------------------------------------------------------+
  56. | **sampler2D** | Sampler type for binding 2D textures, which are read as float. |
  57. +---------------------+---------------------------------------------------------------------------------+
  58. | **isampler2D** | Sampler type for binding 2D textures, which are read as signed integer. |
  59. +---------------------+---------------------------------------------------------------------------------+
  60. | **usampler2D** | Sampler type for binding 2D textures, which are read as unsigned integer. |
  61. +---------------------+---------------------------------------------------------------------------------+
  62. | **sampler2DArray** | Sampler type for binding 2D texture arrays, which are read as float. |
  63. +---------------------+---------------------------------------------------------------------------------+
  64. | **isampler2DArray** | Sampler type for binding 2D texture arrays, which are read as signed integer. |
  65. +---------------------+---------------------------------------------------------------------------------+
  66. | **usampler2DArray** | Sampler type for binding 2D texture arrays, which are read as unsigned integer. |
  67. +---------------------+---------------------------------------------------------------------------------+
  68. | **sampler3D** | Sampler type for binding 3D textures, which are read as float. |
  69. +---------------------+---------------------------------------------------------------------------------+
  70. | **isampler3D** | Sampler type for binding 3D textures, which are read as signed integer. |
  71. +---------------------+---------------------------------------------------------------------------------+
  72. | **usampler3D** | Sampler type for binding 3D textures, which are read as unsigned integer. |
  73. +---------------------+---------------------------------------------------------------------------------+
  74. | **samplerCube** | Sampler type for binding Cubemaps, which are read as floats. |
  75. +---------------------+---------------------------------------------------------------------------------+
  76. Casting
  77. ~~~~~~~
  78. Just like GLSL ES 3.0, implicit casting between scalars and vectors of the same size but different type is not allowed.
  79. Casting of types of different size is also not allowed. Conversion must be done explicitly via constructors.
  80. Example:
  81. .. code-block:: glsl
  82. float a = 2; // invalid
  83. float a = 2.0; // valid
  84. float a = float(2); // valid
  85. Default integer constants are signed, so casting is always needed to convert to unsigned:
  86. .. code-block:: glsl
  87. int a = 2; // valid
  88. uint a = 2; // invalid
  89. uint a = uint(2); // valid
  90. Members
  91. ~~~~~~~
  92. Individual scalar members of vector types are accessed via the "x", "y", "z" and "w" members.
  93. Alternatively, using "r", "g", "b" and "a" also works and is equivalent. Use whatever fits
  94. best for your needs.
  95. For matrices, use the ``m[row][column]`` indexing syntax to access each scalar, or ``m[idx]`` to access
  96. a vector by row index. For example, for accessing the y position of an object in a mat4 you use
  97. ``m[3][1]``.
  98. Constructing
  99. ~~~~~~~~~~~~
  100. Construction of vector types must always pass:
  101. .. code-block:: glsl
  102. // The required amount of scalars
  103. vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
  104. // Complementary vectors and/or scalars
  105. vec4 a = vec4(vec2(0.0, 1.0), vec2(2.0, 3.0));
  106. vec4 a = vec4(vec3(0.0, 1.0, 2.0), 3.0);
  107. // A single scalar for the whole vector
  108. vec4 a = vec4(0.0);
  109. Construction of matrix types requires vectors of the same dimension as the matrix. You can
  110. also build a diagonal matrix using ``matx(float)`` syntax. Accordingly, ``mat4(1.0)`` is
  111. an identity matrix.
  112. .. code-block:: glsl
  113. mat2 m2 = mat2(vec2(1.0, 0.0), vec2(0.0, 1.0));
  114. mat3 m3 = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
  115. mat4 identity = mat4(1.0);
  116. Matrices can also be built from a matrix of another dimension.
  117. There are two rules :
  118. If a larger matrix is constructed from a smaller matrix, the additional rows and columns are
  119. set to the values they would have in an identity matrix. If a smaller matrix is constructed
  120. from a larger matrix, the top, left submatrix of the larger matrix is used.
  121. .. code-block:: glsl
  122. mat3 basis = mat3(WORLD_MATRIX);
  123. mat4 m4 = mat4(basis);
  124. mat2 m2 = mat2(m4);
  125. Swizzling
  126. ~~~~~~~~~
  127. It is possible to obtain any combination of components in any order, as long as the result
  128. is another vector type (or scalar). This is easier shown than explained:
  129. .. code-block:: glsl
  130. vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
  131. vec3 b = a.rgb; // Creates a vec3 with vec4 components.
  132. vec3 b = a.ggg; // Also valid; creates a vec3 and fills it with a single vec4 component.
  133. vec3 b = a.bgr; // Order does not matter.
  134. vec3 b = a.xyz; // Also rgba, xyzw are equivalent.
  135. float c = b.w; // Invalid, because "w" is not present in vec3 b.
  136. Precision
  137. ~~~~~~~~~
  138. It is possible to add precision modifiers to datatypes; use them for uniforms, variables, arguments and varyings:
  139. .. code-block:: glsl
  140. lowp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1
  141. mediump vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float
  142. highp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default)
  143. Using lower precision for some operations can speed up the math involved (at the cost of less precision).
  144. This is rarely needed in the vertex processor function (where full precision is needed most of the time),
  145. but is often useful in the fragment processor.
  146. Keep in mind that some architectures (mainly mobile) benefit a lot from this, but are also restricted
  147. (conversion between precisions has a cost). Please read the relevant documentation on the target architecture
  148. to find out more. In all honesty though, mobile drivers are buggy, so, to stay out of trouble, make simple
  149. shaders without specifying precision unless you *really* need to.
  150. Operators
  151. ---------
  152. Godot shading language supports the same set of operators as GLSL ES 3.0. Below is the list of them in precedence order:
  153. +-------------+-----------------------+--------------------+
  154. | Precedence | Class | Operator |
  155. +-------------+-----------------------+--------------------+
  156. | 1 (highest) | parenthetical grouping| **()** |
  157. +-------------+-----------------------+--------------------+
  158. | 2 | unary | **+, -, !, ~** |
  159. +-------------+-----------------------+--------------------+
  160. | 3 | multiplicative | **/, \*, %** |
  161. +-------------+-----------------------+--------------------+
  162. | 4 | additive | **+, -** |
  163. +-------------+-----------------------+--------------------+
  164. | 5 | bit-wise shift | **<<, >>** |
  165. +-------------+-----------------------+--------------------+
  166. | 6 | relational | **<, >, <=, >=** |
  167. +-------------+-----------------------+--------------------+
  168. | 7 | equality | **==, !=** |
  169. +-------------+-----------------------+--------------------+
  170. | 8 | bit-wise and | **&** |
  171. +-------------+-----------------------+--------------------+
  172. | 9 | bit-wise exclusive or | **^** |
  173. +-------------+-----------------------+--------------------+
  174. | 10 | bit-wise inclusive or | **|** |
  175. +-------------+-----------------------+--------------------+
  176. | 11 | logical and | **&&** |
  177. +-------------+-----------------------+--------------------+
  178. | 12 (lowest) | logical inclusive or | **||** |
  179. +-------------+-----------------------+--------------------+
  180. Flow control
  181. ------------
  182. Godot Shading language supports the most common types of flow control:
  183. .. code-block:: glsl
  184. // if and else
  185. if (cond) {
  186. } else {
  187. }
  188. // for loops
  189. for (int i = 0; i < 10; i++) {
  190. }
  191. // while
  192. while (true) {
  193. }
  194. Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze your application (including editor).
  195. Godot can't protect you from this, so be careful not to make this mistake!
  196. Discarding
  197. ----------
  198. Fragment and light functions can use the **discard** keyword. If used, the fragment is discarded and nothing is written.
  199. Functions
  200. ---------
  201. It is possible to define functions in a Godot shader. They use the following syntax:
  202. .. code-block:: glsl
  203. ret_type func_name(args) {
  204. return ret_type; // if returning a value
  205. }
  206. // a more specific example:
  207. int sum2(int a, int b) {
  208. return a + b;
  209. }
  210. You can only use functions that have been defined above (higher in the editor) the function from which you are calling
  211. them.
  212. Function arguments can have special qualifiers:
  213. * **in**: Means the argument is only for reading (default).
  214. * **out**: Means the argument is only for writing.
  215. * **inout**: Means the argument is fully passed via reference.
  216. Example below:
  217. .. code-block:: glsl
  218. void sum2(int a, int b, inout int result) {
  219. result = a + b;
  220. }
  221. Varyings
  222. ~~~~~~~~
  223. To send data from the vertex to the fragment processor function, *varyings* are used. They are set
  224. for every primitive vertex in the *vertex processor*, and the value is interpolated for every
  225. pixel in the fragment processor.
  226. .. code-block:: glsl
  227. shader_type spatial;
  228. varying vec3 some_color;
  229. void vertex() {
  230. some_color = NORMAL; // Make the normal the color.
  231. }
  232. void fragment() {
  233. ALBEDO = some_color;
  234. }
  235. Interpolation qualifiers
  236. ~~~~~~~~~~~~~~~~~~~~~~~~
  237. Certain values are interpolated during the shading pipeline. You can modify how these interpolations
  238. are done by using *interpolation qualifiers*.
  239. .. code-block:: glsl
  240. shader_type spatial;
  241. varying flat vec3 our_color;
  242. void vertex() {
  243. our_color = COLOR.rgb;
  244. }
  245. void fragment() {
  246. ALBEDO = our_color;
  247. }
  248. There are two possible interpolation qualifiers:
  249. +-------------------+---------------------------------------------------------------------------------+
  250. | Qualifier | Description |
  251. +===================+=================================================================================+
  252. | **flat** | The value is not interpolated. |
  253. +-------------------+---------------------------------------------------------------------------------+
  254. | **smooth** | The value is interpolated in a perspective-correct fashion. This is the default.|
  255. +-------------------+---------------------------------------------------------------------------------+
  256. Uniforms
  257. ~~~~~~~~
  258. Passing values to shaders is possible. These are global to the whole shader and are called *uniforms*.
  259. When a shader is later assigned to a material, the uniforms will appear as editable parameters in it.
  260. Uniforms can't be written from within the shader.
  261. .. code-block:: glsl
  262. shader_type spatial;
  263. uniform float some_value;
  264. You can set uniforms in the editor in the material. Or you can set them through GDScript:
  265. ::
  266. material.set_shader_param("some_value", some_value)
  267. .. note:: The first argument to ``set_shader_param`` is the name of the uniform in the shader. It
  268. must match *exactly* to the name of the uniform in the shader or else it will not be recognized.
  269. Any GLSL type except for *void* can be a uniform. Additionally, Godot provides optional shader hints
  270. to make the compiler understand for what the uniform is used.
  271. .. code-block:: glsl
  272. shader_type spatial;
  273. uniform vec4 color : hint_color;
  274. uniform float amount : hint_range(0, 1);
  275. uniform vec4 other_color : hint_color = vec4(1.0);
  276. Full list of hints below:
  277. +----------------+-------------------------------+-------------------------------------+
  278. | Type | Hint | Description |
  279. +================+===============================+=====================================+
  280. | **vec4** | hint_color | Used as color |
  281. +----------------+-------------------------------+-------------------------------------+
  282. | **int, float** | hint_range(min,max [,step] ) | Used as range (with min/max/step) |
  283. +----------------+-------------------------------+-------------------------------------+
  284. | **sampler2D** | hint_albedo | Used as albedo color, default white |
  285. +----------------+-------------------------------+-------------------------------------+
  286. | **sampler2D** | hint_black_albedo | Used as albedo color, default black |
  287. +----------------+-------------------------------+-------------------------------------+
  288. | **sampler2D** | hint_normal | Used as normalmap |
  289. +----------------+-------------------------------+-------------------------------------+
  290. | **sampler2D** | hint_white | As value, default to white. |
  291. +----------------+-------------------------------+-------------------------------------+
  292. | **sampler2D** | hint_black | As value, default to black |
  293. +----------------+-------------------------------+-------------------------------------+
  294. | **sampler2D** | hint_aniso | As flowmap, default to right. |
  295. +----------------+-------------------------------+-------------------------------------+
  296. GDScript uses different variable types than GLSL does, so when passing variables from GDScript
  297. to shaders, Godot converts the type automatically. Below is a table of the corresponding types:
  298. +-----------------+-----------+
  299. | GDScript type | GLSL type |
  300. +=================+===========+
  301. | **bool** | **bool** |
  302. +-----------------+-----------+
  303. | **int** | **int** |
  304. +-----------------+-----------+
  305. | **float** | **float** |
  306. +-----------------+-----------+
  307. | **Vector2** | **vec2** |
  308. +-----------------+-----------+
  309. | **Vector3** | **vec3** |
  310. +-----------------+-----------+
  311. | **Color** | **vec4** |
  312. +-----------------+-----------+
  313. | **Transform** | **mat4** |
  314. +-----------------+-----------+
  315. | **Transform2D** | **mat4** |
  316. +-----------------+-----------+
  317. .. note:: Be careful when setting shader uniforms from GDScript, no error will be thrown if the
  318. type does not match. Your shader will just exhibit undefined behaviour.
  319. As Godot's 3D engine renders in linear color space, it's important to understand that textures
  320. that are supplied as color (i.e. albedo) need to be specified as such for proper sRGB->linear
  321. conversion.
  322. Uniforms can also be assigned default values:
  323. .. code-block:: glsl
  324. shader_type spatial;
  325. uniform vec4 some_vector = vec4(0.0);
  326. uniform vec4 some_color : hint_color = vec4(1.0);
  327. Built-in functions
  328. ------------------
  329. A large number of built-in functions are supported, conforming to GLSL ES 3.0.
  330. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector.
  331. .. note:: For a list of the functions that are not available in the GLES2 backend, please see the
  332. :ref:`Differences between GLES2 and GLES3 doc <doc_gles2_gles3_differences>`.
  333. +----------------------------------------------------------------------------+--------------------------------------------------+
  334. | Function | Description |
  335. +============================================================================+==================================================+
  336. | vec_type **radians** ( vec_type degrees ) | Convert degrees to radians |
  337. +----------------------------------------------------------------------------+--------------------------------------------------+
  338. | vec_type **degrees** ( vec_type radians ) | Convert radians to degrees |
  339. +----------------------------------------------------------------------------+--------------------------------------------------+
  340. | vec_type **sin** ( vec_type x ) | Sine |
  341. +----------------------------------------------------------------------------+--------------------------------------------------+
  342. | vec_type **cos** ( vec_type x ) | Cosine |
  343. +----------------------------------------------------------------------------+--------------------------------------------------+
  344. | vec_type **tan** ( vec_type x ) | Tangent |
  345. +----------------------------------------------------------------------------+--------------------------------------------------+
  346. | vec_type **asin** ( vec_type x ) | Arc-Sine |
  347. +----------------------------------------------------------------------------+--------------------------------------------------+
  348. | vec_type **acos** ( vec_type x ) | Arc-Cosine |
  349. +----------------------------------------------------------------------------+--------------------------------------------------+
  350. | vec_type **atan** ( vec_type y_over_x ) | Arc-Tangent |
  351. +----------------------------------------------------------------------------+--------------------------------------------------+
  352. | vec_type **atan** ( vec_type y, vec_type x ) | Arc-Tangent to convert vector to angle |
  353. +----------------------------------------------------------------------------+--------------------------------------------------+
  354. | vec_type **sinh** ( vec_type x ) | Hyperbolic-Sine |
  355. +----------------------------------------------------------------------------+--------------------------------------------------+
  356. | vec_type **cosh** ( vec_type x ) | Hyperbolic-Cosine |
  357. +----------------------------------------------------------------------------+--------------------------------------------------+
  358. | vec_type **tanh** ( vec_type x ) | Hyperbolic-Tangent |
  359. +----------------------------------------------------------------------------+--------------------------------------------------+
  360. | vec_type **asinh** ( vec_type x ) | Inverse-Hyperbolic-Sine |
  361. +----------------------------------------------------------------------------+--------------------------------------------------+
  362. | vec_type **acosh** ( vec_type x ) | Inverse-Hyperbolic-Cosine |
  363. +----------------------------------------------------------------------------+--------------------------------------------------+
  364. | vec_type **atanh** ( vec_type x ) | Inverse-Hyperbolic-Tangent |
  365. +----------------------------------------------------------------------------+--------------------------------------------------+
  366. | vec_type **pow** ( vec_type x, vec_type y ) | Power |
  367. +----------------------------------------------------------------------------+--------------------------------------------------+
  368. | vec_type **exp** ( vec_type x ) | Base-e Exponential |
  369. +----------------------------------------------------------------------------+--------------------------------------------------+
  370. | vec_type **exp2** ( vec_type x ) | Base-2 Exponential |
  371. +----------------------------------------------------------------------------+--------------------------------------------------+
  372. | vec_type **log** ( vec_type x ) | Natural Logarithm |
  373. +----------------------------------------------------------------------------+--------------------------------------------------+
  374. | vec_type **log2** ( vec_type x ) | Base-2 Logarithm |
  375. +----------------------------------------------------------------------------+--------------------------------------------------+
  376. | vec_type **sqrt** ( vec_type x ) | Square Root |
  377. +----------------------------------------------------------------------------+--------------------------------------------------+
  378. | vec_type **inversesqrt** ( vec_type x ) | Inverse Square Root |
  379. +----------------------------------------------------------------------------+--------------------------------------------------+
  380. | vec_type **abs** ( vec_type x ) | Absolute |
  381. +----------------------------------------------------------------------------+--------------------------------------------------+
  382. | ivec_type **abs** ( ivec_type x ) | Absolute |
  383. +----------------------------------------------------------------------------+--------------------------------------------------+
  384. | vec_type **sign** ( vec_type x ) | Sign |
  385. +----------------------------------------------------------------------------+--------------------------------------------------+
  386. | ivec_type **sign** ( ivec_type x ) | Sign |
  387. +----------------------------------------------------------------------------+--------------------------------------------------+
  388. | vec_type **floor** ( vec_type x ) | Floor |
  389. +----------------------------------------------------------------------------+--------------------------------------------------+
  390. | vec_type **round** ( vec_type x ) | Round |
  391. +----------------------------------------------------------------------------+--------------------------------------------------+
  392. | vec_type **roundEven** ( vec_type x ) | Round nearest even |
  393. +----------------------------------------------------------------------------+--------------------------------------------------+
  394. | vec_type **trunc** ( vec_type x ) | Truncation |
  395. +----------------------------------------------------------------------------+--------------------------------------------------+
  396. | vec_type **ceil** ( vec_type x ) | Ceil |
  397. +----------------------------------------------------------------------------+--------------------------------------------------+
  398. | vec_type **fract** ( vec_type x ) | Fractional |
  399. +----------------------------------------------------------------------------+--------------------------------------------------+
  400. | vec_type **mod** ( vec_type x, vec_type y ) | Remainder |
  401. +----------------------------------------------------------------------------+--------------------------------------------------+
  402. | vec_type **mod** ( vec_type x , float y ) | Remainder |
  403. +----------------------------------------------------------------------------+--------------------------------------------------+
  404. | vec_type **modf** ( vec_type x, out vec_type i ) | Fractional of x, with i has integer part |
  405. +----------------------------------------------------------------------------+--------------------------------------------------+
  406. | vec_type **min** ( vec_type a, vec_type b ) | Minimum |
  407. +----------------------------------------------------------------------------+--------------------------------------------------+
  408. | vec_type **max** ( vec_type a, vec_type b ) | Maximum |
  409. +----------------------------------------------------------------------------+--------------------------------------------------+
  410. | vec_type **clamp** ( vec_type x, vec_type min, vec_type max ) | Clamp to Min-Max |
  411. +----------------------------------------------------------------------------+--------------------------------------------------+
  412. | vec_type **mix** ( float a, float b, float c ) | Linear Interpolate |
  413. +----------------------------------------------------------------------------+--------------------------------------------------+
  414. | vec_type **mix** ( vec_type a, vec_type b, float c ) | Linear Interpolate (Scalar Coef.) |
  415. +----------------------------------------------------------------------------+--------------------------------------------------+
  416. | vec_type **mix** ( vec_type a, vec_type b, vec_type c ) | Linear Interpolate (Vector Coef.) |
  417. +----------------------------------------------------------------------------+--------------------------------------------------+
  418. | vec_type **mix** ( vec_type a, vec_type b, bvec_type c ) | Linear Interpolate (Boolean-Vector Selection) |
  419. +----------------------------------------------------------------------------+--------------------------------------------------+
  420. | vec_type **step** ( vec_type a, vec_type b ) | ``b[i] < a[i] ? 0.0 : 1.0`` |
  421. +----------------------------------------------------------------------------+--------------------------------------------------+
  422. | vec_type **step** ( float a, vec_type b) | ``b[i] < a ? 0.0 : 1.0`` |
  423. +----------------------------------------------------------------------------+--------------------------------------------------+
  424. | vec_type **smoothstep** ( vec_type a, vec_type b, vec_type c ) | Hermite Interpolate |
  425. +----------------------------------------------------------------------------+--------------------------------------------------+
  426. | vec_type **smoothstep** ( float a, float b, vec_type c ) | Hermite Interpolate |
  427. +----------------------------------------------------------------------------+--------------------------------------------------+
  428. | bvec_type **isnan** ( vec_type x ) | Scalar, or vector component being NaN |
  429. +----------------------------------------------------------------------------+--------------------------------------------------+
  430. | bvec_type **isinf** ( vec_type x ) | Scalar, or vector component being INF |
  431. +----------------------------------------------------------------------------+--------------------------------------------------+
  432. | ivec_type **floatBitsToInt** ( vec_type x ) | Float->Int bit copying, no conversion |
  433. +----------------------------------------------------------------------------+--------------------------------------------------+
  434. | uvec_type **floatBitsToUint** ( vec_type x ) | Float->UInt bit copying, no conversion |
  435. +----------------------------------------------------------------------------+--------------------------------------------------+
  436. | vec_type **intBitsToFloat** ( ivec_type x ) | Int->Float bit copying, no conversion |
  437. +----------------------------------------------------------------------------+--------------------------------------------------+
  438. | vec_type **uintBitsToFloat** ( uvec_type x ) | UInt->Float bit copying, no conversion |
  439. +----------------------------------------------------------------------------+--------------------------------------------------+
  440. | float **length** ( vec_type x ) | Vector Length |
  441. +----------------------------------------------------------------------------+--------------------------------------------------+
  442. | float **distance** ( vec_type a, vec_type b ) | Distance between vectors i.e ``length(a - b)`` |
  443. +----------------------------------------------------------------------------+--------------------------------------------------+
  444. | float **dot** ( vec_type a, vec_type b ) | Dot Product |
  445. +----------------------------------------------------------------------------+--------------------------------------------------+
  446. | vec3 **cross** ( vec3 a, vec3 b ) | Cross Product |
  447. +----------------------------------------------------------------------------+--------------------------------------------------+
  448. | vec_type **normalize** ( vec_type x ) | Normalize to unit length |
  449. +----------------------------------------------------------------------------+--------------------------------------------------+
  450. | vec3 **reflect** ( vec3 I, vec3 N ) | Reflect |
  451. +----------------------------------------------------------------------------+--------------------------------------------------+
  452. | vec3 **refract** ( vec3 I, vec3 N, float eta ) | Refract |
  453. +----------------------------------------------------------------------------+--------------------------------------------------+
  454. | vec_type **faceforward** ( vec_type N, vec_type I, vec_type Nref ) | If dot(Nref, I) < 0, return N, otherwise –N |
  455. +----------------------------------------------------------------------------+--------------------------------------------------+
  456. | mat_type **matrixCompMult** ( mat_type x, mat_type y ) | Matrix Component Multiplication |
  457. +----------------------------------------------------------------------------+--------------------------------------------------+
  458. | mat_type **outerProduct** ( vec_type column, vec_type row ) | Matrix Outer Product |
  459. +----------------------------------------------------------------------------+--------------------------------------------------+
  460. | mat_type **transpose** ( mat_type m ) | Transpose Matrix |
  461. +----------------------------------------------------------------------------+--------------------------------------------------+
  462. | float **determinant** ( mat_type m ) | Matrix Determinant |
  463. +----------------------------------------------------------------------------+--------------------------------------------------+
  464. | mat_type **inverse** ( mat_type m ) | Inverse Matrix |
  465. +----------------------------------------------------------------------------+--------------------------------------------------+
  466. | bvec_type **lessThan** ( vec_type x, vec_type y ) | Bool vector cmp on < int/uint/float vectors |
  467. +----------------------------------------------------------------------------+--------------------------------------------------+
  468. | bvec_type **greaterThan** ( vec_type x, vec_type y ) | Bool vector cmp on > int/uint/float vectors |
  469. +----------------------------------------------------------------------------+--------------------------------------------------+
  470. | bvec_type **lessThanEqual** ( vec_type x, vec_type y ) | Bool vector cmp on <= int/uint/float vectors |
  471. +----------------------------------------------------------------------------+--------------------------------------------------+
  472. | bvec_type **greaterThanEqual** ( vec_type x, vec_type y ) | Bool vector cmp on >= int/uint/float vectors |
  473. +----------------------------------------------------------------------------+--------------------------------------------------+
  474. | bvec_type **equal** ( vec_type x, vec_type y ) | Bool vector cmp on == int/uint/float vectors |
  475. +----------------------------------------------------------------------------+--------------------------------------------------+
  476. | bvec_type **notEqual** ( vec_type x, vec_type y ) | Bool vector cmp on != int/uint/float vectors |
  477. +----------------------------------------------------------------------------+--------------------------------------------------+
  478. | bool **any** ( bvec_type x ) | Any component is true |
  479. +----------------------------------------------------------------------------+--------------------------------------------------+
  480. | bool **all** ( bvec_type x ) | All components are true |
  481. +----------------------------------------------------------------------------+--------------------------------------------------+
  482. | bvec_type **not** ( bvec_type x ) | Invert boolean vector |
  483. +----------------------------------------------------------------------------+--------------------------------------------------+
  484. | ivec2 **textureSize** ( sampler2D_type s, int lod ) | Get the size of a 2D texture |
  485. +----------------------------------------------------------------------------+--------------------------------------------------+
  486. | ivec3 **textureSize** ( sampler2DArray_type s, int lod ) | Get the size of a 2D texture array |
  487. +----------------------------------------------------------------------------+--------------------------------------------------+
  488. | ivec3 **textureSize** ( sampler3D s, int lod ) | Get the size of a 3D texture |
  489. +----------------------------------------------------------------------------+--------------------------------------------------+
  490. | ivec2 **textureSize** ( samplerCube s, int lod ) | Get the size of a Cube texture |
  491. +----------------------------------------------------------------------------+--------------------------------------------------+
  492. | vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias] ) | Perform a 2D texture read |
  493. +----------------------------------------------------------------------------+--------------------------------------------------+
  494. | vec4_type **texture** ( sampler2DArray_type s, vec3 uv [, float bias] ) | Perform a 2D texture array read |
  495. +----------------------------------------------------------------------------+--------------------------------------------------+
  496. | vec4_type **texture** ( sampler3D_type s, vec3 uv [, float bias] ) | Perform a 3D texture read |
  497. +----------------------------------------------------------------------------+--------------------------------------------------+
  498. | vec4 **texture** ( samplerCube s, vec3 uv [, float bias] ) | Perform an Cube texture read |
  499. +----------------------------------------------------------------------------+--------------------------------------------------+
  500. | vec4_type **textureProj** ( sampler2D_type s, vec3 uv [, float bias] ) | Perform a 2D texture read with projection |
  501. +----------------------------------------------------------------------------+--------------------------------------------------+
  502. | vec4_type **textureProj** ( sampler2D_type s, vec4 uv [, float bias] ) | Perform a 2D texture read with projection |
  503. +----------------------------------------------------------------------------+--------------------------------------------------+
  504. | vec4_type **textureProj** ( sampler3D_type s, vec4 uv [, float bias] ) | Perform a 3D texture read with projection |
  505. +----------------------------------------------------------------------------+--------------------------------------------------+
  506. | vec4_type **textureLod** ( sampler2D_type s, vec2 uv, float lod ) | Perform a 2D texture read at custom mipmap |
  507. +----------------------------------------------------------------------------+--------------------------------------------------+
  508. | vec4_type **textureLod** ( sampler2DArray_type s, vec3 uv, float lod ) | Perform a 2D texture array read at custom mipmap |
  509. +----------------------------------------------------------------------------+--------------------------------------------------+
  510. | vec4_type **textureLod** ( sampler3D_type s, vec3 uv, float lod ) | Perform a 3D texture read at custom mipmap |
  511. +----------------------------------------------------------------------------+--------------------------------------------------+
  512. | vec4 **textureLod** ( samplerCube s, vec3 uv, float lod ) | Perform a 3D texture read at custom mipmap |
  513. +----------------------------------------------------------------------------+--------------------------------------------------+
  514. | vec4_type **textureProjLod** ( sampler2D_type s, vec3 uv, float lod ) | Perform a 2D texture read with projection/lod |
  515. +----------------------------------------------------------------------------+--------------------------------------------------+
  516. | vec4_type **textureProjLod** ( sampler2D_type s, vec4 uv, float lod ) | Perform a 2D texture read with projection/lod |
  517. +----------------------------------------------------------------------------+--------------------------------------------------+
  518. | vec4_type **textureProjLod** ( sampler3D_type s, vec4 uv, float lod ) | Perform a 3D texture read with projection/lod |
  519. +----------------------------------------------------------------------------+--------------------------------------------------+
  520. | vec4_type **texelFetch** ( sampler2D_type s, ivec2 uv, int lod ) | Fetch a single texel using integer coords |
  521. +----------------------------------------------------------------------------+--------------------------------------------------+
  522. | vec4_type **texelFetch** ( sampler2DArray_type s, ivec3 uv, int lod ) | Fetch a single texel using integer coords |
  523. +----------------------------------------------------------------------------+--------------------------------------------------+
  524. | vec4_type **texelFetch** ( sampler3D_type s, ivec3 uv, int lod ) | Fetch a single texel using integer coords |
  525. +----------------------------------------------------------------------------+--------------------------------------------------+
  526. | vec_type **dFdx** ( vec_type p ) | Derivative in x using local differencing |
  527. +----------------------------------------------------------------------------+--------------------------------------------------+
  528. | vec_type **dFdy** ( vec_type p ) | Derivative in y using local differencing |
  529. +----------------------------------------------------------------------------+--------------------------------------------------+
  530. | vec_type **fwidth** ( vec_type p ) | Sum of absolute derivative in x and y |
  531. +----------------------------------------------------------------------------+--------------------------------------------------+