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- .. _doc_shading_language:
- Shading language
- ================
- Introduction
- ------------
- Godot uses a shading language very similar to GLSL ES 3.0. Most datatypes and functions are supported,
- and the remaining will likely be added over time.
- Unlike the shader language in Godot 2.x, this implementation is much closer to the original.
- Shader Types
- ------------
- Instead of supplying a general purpose configuration, Godot Shading Language must
- specify what shader is intended for. Depending on the type, different render
- modes, built-in variables and processing functions are supported.
- Any shader needs a first line specifying this type, in the following format:
- .. code-block:: glsl
- shader_type <type>;
- Valid types are:
- * "spatial": For 3D rendering.
- * "canvas_item": For 2D rendering.
- * "particles": For particle systems.
- Render Modes
- ------------
- Different shader types support different render modes. They are optional but, if specified, must
- be after the *shader_type*. Example syntax is:
- .. code-block:: glsl
- shader_type spatial;
- render_mode unshaded, cull_disabled;
- Data types:
- -----------
- Most GLSL ES 3.0 datatypes are supported. Following is the list:
- +-----------------+---------------------------------------------------------------------------+
- | Type | Description |
- +=================+===========================================================================+
- | **void** | Void datatype, useful only for functions that return nothing. |
- +-----------------+---------------------------------------------------------------------------+
- | **bool** | Boolean datatype, can only contain "true" or "false" |
- +-----------------+---------------------------------------------------------------------------+
- | **bvec2** | Two component vector of booleans. |
- +-----------------+---------------------------------------------------------------------------+
- | **bvec3** | Three component vector of booleans. |
- +-----------------+---------------------------------------------------------------------------+
- | **bvec4** | Four component vector of booleans. |
- +-----------------+---------------------------------------------------------------------------+
- | **int** | Signed scalar integer. |
- +-----------------+---------------------------------------------------------------------------+
- | **ivec2** | Two component vector of signed integers. |
- +-----------------+---------------------------------------------------------------------------+
- | **ivec3** | Three component vector of signed integers. |
- +-----------------+---------------------------------------------------------------------------+
- | **ivec4** | Four component vector of signed integers. |
- +-----------------+---------------------------------------------------------------------------+
- | **uint** | Unsigned scalar integer, can't contain negative numbers. |
- +-----------------+---------------------------------------------------------------------------+
- | **uvec2** | Two component vector of unsigned integers. |
- +-----------------+---------------------------------------------------------------------------+
- | **uvec3** | Three component vector of unsigned integers. |
- +-----------------+---------------------------------------------------------------------------+
- | **uvec4** | Four component vector of unsigned integers. |
- +-----------------+---------------------------------------------------------------------------+
- | **float** | Floating point scalar. |
- +-----------------+---------------------------------------------------------------------------+
- | **vec2** | Two component vector of floating point values. |
- +-----------------+---------------------------------------------------------------------------+
- | **vec3** | Three component vector of floating point values. |
- +-----------------+---------------------------------------------------------------------------+
- | **vec4** | Four component vector of floating point values. |
- +-----------------+---------------------------------------------------------------------------+
- | **mat2** | 2x2 matrix, in column major order. |
- +-----------------+---------------------------------------------------------------------------+
- | **mat3** | 3x3 matrix, in column major order. |
- +-----------------+---------------------------------------------------------------------------+
- | **mat4** | 4x4 matrix, in column major order. |
- +-----------------+---------------------------------------------------------------------------+
- | **sampler2D** | Sampler type, for binding 2D textures, which are read as float. |
- +-----------------+---------------------------------------------------------------------------+
- | **isampler2D** | Sampler type for binding 2D textures, which are read as signed integer. |
- +-----------------+---------------------------------------------------------------------------+
- | **usampler2D** | Sampler type for binding 2D textures, which are read as unsigned integer. |
- +-----------------+---------------------------------------------------------------------------+
- | **samplerCube** | Sampler type for binding Cubemaps, which are read as floats. |
- +-----------------+---------------------------------------------------------------------------+
- Casting
- ~~~~~~~
- Just like GLSL ES 3.0, implicit casting is not allowed between scalars and vectors of the same size but different type.
- Casting of types of different size is also not allowed. Conversion must be done explicitly via constructors.
- Example:
- .. code-block:: glsl
- float a = 2; // valid
- float a = 2.0; // valid
- float a = float(2); // valid
- Default integer constants are signed, so casting is always needed to convert to unsigned:
- .. code-block:: glsl
- int a = 2; // valid
- uint a = 2; // invalid
- uint a = uint(2); // valid
- Members
- ~~~~~~~
- Individual scalar members of vector types are accessed via the "x", "y", "z" and "w" members. Alternatively, using "r", "g", "b" and "a" also works and is equivalent.
- Use whatever fits best for your use case.
- For matrices, use [idx] indexing syntax to access each vector.
- Constructing
- ~~~~~~~~~~~~
- Construction of vector types must always pass:
- .. code-block:: glsl
- // The required amount of scalars
- vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
- // Complementary vectors and/or scalars
- vec4 a = vec4(vec2(0.0, 1.0), vec2(2.0, 3.0));
- vec4 a = vec4(vec3(0.0, 1.0, 2.0), 3.0);
- // A single scalar for the whole vector
- vec4 a = vec4(0.0);
- Swizzling
- ~~~~~~~~~
- It is possible to obtain any combination of them in any order, as long as the result is another vector type (or scalar).
- This is easier shown than explained:
- .. code-block:: glsl
- vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
- vec3 b = a.rgb; // Creates a vec3 with vec4 components
- vec3 b = a.aaa; // Also valid, creates a vec3 and fills it with "a".
- vec3 b = a.bgr; // Order does not matter
- vec3 b = a.xyz; // Also rgba, xyzw are equivalent
- float c = b.w; // Invalid, because "w" is not present in vec3 b
- Precision
- ~~~~~~~~~
- It is possible to add precision modifiers to datatypes, use them for uniforms, variables, arguments and varyings:
- .. code-block:: glsl
- lowp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1
- mediump vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float
- highp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default)
- Using lower precision for some operations can speed up the math involved (at the cost of, of course, less precision).
- This is rarely needed in the vertex shader (where full precision is needed most of the time), but often needed in the fragment one.
- Keep in mind that some architectures (mainly mobile) benefit a lot from this, but are also restricted (conversion between precisions has a cost).
- Please read the relevant documentation on the target architecture to find out more. In all honesty though, mobile drivers are really buggy
- so just stay out of trouble and make simple shaders without specifying precision unless you *really* need to.
- Operators:
- ----------
- Godot shading language supports the same set of operators as GLSL ES 3.0. Below is the list of them in precedence order:
- +-------------+-----------------------+--------------------+
- | Precedence | Class | Operator |
- +-------------+-----------------------+--------------------+
- | 1 (highest) | parenthetical grouping| **()** |
- +-------------+-----------------------+--------------------+
- | 2 | unary | **+, -, !, ~** |
- +-------------+-----------------------+--------------------+
- | 3 | multiplicative | **/, \*, %** |
- +-------------+-----------------------+--------------------+
- | 4 | additive | **+, -** |
- +-------------+-----------------------+--------------------+
- | 5 | bit-wise shift | **<<, >>** |
- +-------------+-----------------------+--------------------+
- | 6 | relational | **<, >, <=, >=** |
- +-------------+-----------------------+--------------------+
- | 7 | equality | **==, !=** |
- +-------------+-----------------------+--------------------+
- | 8 | bit-wise and | **&** |
- +-------------+-----------------------+--------------------+
- | 9 | bit-wise exclusive or | **^** |
- +-------------+-----------------------+--------------------+
- | 10 | bit-wise inclusive or | **|** |
- +-------------+-----------------------+--------------------+
- | 11 | logical and | **&&** |
- +-------------+-----------------------+--------------------+
- | 12 (lowest) | logical inclusive or | **||** |
- +-------------+-----------------------+--------------------+
- Flow Control
- ------------
- Godot Shading language supports the most common types of flow control:
- .. code-block:: glsl
- // if and else
- if (cond) {
- } else {
- }
- // for loops
- for (int i = 0; i < 10; i++) {
- }
- // while
- while (true) {
- }
- Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze your application (including editor).
- Godot can't protect you from this, so be careful to not make this mistake!
- Discarding
- -----------
- Fragment and light functions can use the *discard* keyword. If used, the fragment is discarded and nothing is written.
- Functions
- ---------
- It's possible to define any function in a Godot shader. They take the following syntax:
- .. code-block:: glsl
- ret_type func_name(args) {
- return ret_type; // if returning a value
- }
- // a better example:
- int sum2(int a, int b) {
- return a + b;
- }
- Functions can be used from any other function that is below it.
- Function argument can have special qualifiers:
- * **in**: Means the argument is only for reading (default).
- * **out**: Means the argument is only for writing.
- * **inout**: Means the argument is fully passed via reference.
- Example below:
- .. code-block:: glsl
- void sum2(int a, int b, inout int result) {
- result = a + b;
- }
- Processor Functions
- -------------------
- Depending on shader type, processor functions may be available to optionally override.
- For "spatial" and "canvas_item", it is possible to override "vertex", "fragment" and "light".
- For "particles", only "vertex" can be overridden.
- Vertex Processor
- ~~~~~~~~~~~~~~~~~
- The "vertex" processing function is called for every vertex, 2D or 3D. For particles, it's called for every
- particle.
- Depending on shader type, a different set of built-in inputs and outputs are provided. In general,
- vertex functions are not that commonly used.
- .. code-block:: glsl
- shader_type spatial;
- void vertex() {
- VERTEX.x += sin(TIME); // offset vertex x by sine function on time elapsed
- }
- Fragment Processor
- ~~~~~~~~~~~~~~~~~~
- The "fragment" processor is used to set up the Godot material parameters per pixel. This code
- runs on every visible pixel the object or primitive is drawn to.
- .. code-block:: glsl
- shader_type spatial;
- void fragment() {
- ALBEDO = vec3(1.0, 0.0, 0.0); // use red for material albedo
- }
- Light Processor
- ~~~~~~~~~~~~~~~
- The "light" processor runs per pixel too, but also runs for every light that affects the object (
- and does not run if no lights affect the object).
- .. code-block:: glsl
- shader_type spatial;
- void light() {
- COLOR = vec3(0.0, 1.0, 0.0);
- }
- Varyings
- ~~~~~~~~
- To send data from vertex to fragment shader, *varyings* are used. They are set for every primitive vertex
- in the *vertex processor*, and the value is interpolated (and perspective corrected) when reaching every
- pixel in the fragment processor.
- .. code-block:: glsl
- shader_type spatial;
- varying vec3 some_color;
- void vertex() {
- some_color = NORMAL; // make the normal the color
- }
- void fragment() {
- ALBEDO = some_color;
- }
- Uniforms
- ~~~~~~~~
- Passing values to shaders is possible. These are global to the whole shader and called *uniforms*.
- When a shader is later assigned to a material, the uniforms will appear as editable parameters on it.
- Uniforms can't be written from within the shader.
- .. code-block:: glsl
- shader_type spatial;
- uniform float some_value;
- Any type except for *void* can be a uniform. Additionally, Godot provides optional shader hints
- to make the compiler understand what the uniform is used for.
- .. code-block:: glsl
- shader_type spatial;
- uniform vec4 color : hint_color;
- uniform float amount : hint_range(0, 1);
- Full list of hints below:
- +----------------+-------------------------------+-------------------------------------+
- | Type | Hint | Description |
- +================+===============================+=====================================+
- | **vec4** | hint_color | Used as color |
- +----------------+-------------------------------+-------------------------------------+
- | **int, float** | hint_range(min,max [,step] ) | Used as range (with min/max/step) |
- +----------------+-------------------------------+-------------------------------------+
- | **sampler2D** | hint_albedo | Used as albedo color, default white |
- +----------------+-------------------------------+-------------------------------------+
- | **sampler2D** | hint_black_albedo | Used as albedo color, default black |
- +----------------+-------------------------------+-------------------------------------+
- | **sampler2D** | hint_normal | Used as normalmap |
- +----------------+-------------------------------+-------------------------------------+
- | **sampler2D** | hint_white | As value, default to white. |
- +----------------+-------------------------------+-------------------------------------+
- | **sampler2D** | hint_black | As value, default to black |
- +----------------+-------------------------------+-------------------------------------+
- | **sampler2D** | hint_aniso | As flowmap, default to right. |
- +----------------+-------------------------------+-------------------------------------+
- As Godot 3D engine renders in linear color space, it's important to understand that textures
- that are supplied as color (ie, albedo) need to be specified as such for proper SRGB->linear
- conversion.
- Uniforms can also be assigned default values:
- .. code-block:: glsl
- shader_type spatial;
- uniform vec4 some_vector = vec4(0.0);
- Built-in Functions
- ------------------
- A large number of built-in functions are supported, conforming mostly to GLSL ES 3.0.
- When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector.
- +-----------------------------------------------------------------------+---------------------------------------------+
- | Function | Description |
- +=======================================================================+=============================================+
- | float **sin** ( float ) | Sine |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **cos** ( float ) | Cosine |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **tan** ( float ) | Tangent |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **asin** ( float ) | arc-Sine |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **acos** ( float ) | arc-Cosine |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **atan** ( float ) | arc-Tangent |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **atan2** ( float x, float y) | arc-Tangent to convert vector to angle |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **sinh** ( float ) | Hyperbolic-Sine |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **cosh** ( float ) | Hyperbolic-Cosine |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **tanh** ( float ) | Hyperbolic-Tangent |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **pow** ( float x, float y) | Power, x elevated to y |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **pow** ( vec\_type, vec\_type ) | Power (Vec. Exponent) |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **exp** ( vec\_type ) | Base-e Exponential |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **log** ( vec\_type ) | Natural Logarithm |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **sqrt** ( vec\_type ) | Square Root |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **inversesqrt** ( vec\_type ) | Inverse Square Root |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **abs** ( vec\_type ) | Absolute |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **sign** ( vec\_type ) | Sign |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **floor** ( vec\_type ) | Floor |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **round** ( vec\_type ) | Round |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **trunc** ( vec\_type ) | Trunc |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **ceil** ( vec\_type ) | Ceiling |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **fract** ( vec\_type ) | Fractional |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **mod** ( vec\_type,vec\_type ) | Remainder |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **modf** ( vec\_type x,out vec\_type i) | Fractional of x, with i has integer part |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **min** ( vec\_type,vec\_type ) | Minimum |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **max** ( vec\_type,vec\_type ) | Maximum |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **clamp** ( vec\_type value,vec\_type min, vec\_type max ) | Clamp to Min-Max |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **mix** ( vec\_type a,vec\_type b, float c ) | Linear Interpolate |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **mix** ( vec\_type a,vec\_type b, vec\_type c ) | Linear Interpolate (Vector Coef.) |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **step** ( vec\_type a,vec\_type b) | \` a[i] < b[i] ? 0.0 : 1.0\` |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **smoothstep** ( vec\_type a,vec\_type b,vec\_type c) | |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_bool_type **isnan** ( vec\_type ) | scalar, or vector component being nan |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_bool_type **isinf** ( vec\_type ) | scalar, or vector component being inf |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_int_type **floatBitsToInt** ( vec_type ) | Float->Int bit copying, no conversion |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_uint_type **floatBitsToUInt** ( vec_type ) | Float->UInt bit copying, no conversion |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_type **intBitsToFloat** ( vec_int_type ) | Int->Float bit copying, no conversion |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_type **uintBitsToFloat** ( vec_uint_type ) | UInt->Float bit copying, no conversion |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **length** ( vec\_type ) | Vector Length |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **distance** ( vec\_type, vec\_type ) | Distance between vector. |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **dot** ( vec\_type, vec\_type ) | Dot Product |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec3 **cross** ( vec3, vec3 ) | Cross Product |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_type **normalize** ( vec\_type ) | Normalize to unit length |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec3 **reflect** ( vec3, vec3 ) | Reflect |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec3 **refract** ( vec3, vec3 ) | Refract |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_type **faceforward** ( vec_type N, vec_type I, vec_type NRef) | If dot(Nref, I) < 0 return N, otherwise –N |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | mat_type **matrixCompMult** ( mat_type, mat_type ) | Matrix Component Multiplication |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | mat_type **outerProduct** ( vec_type, vec_type ) | Matrix Outer Product |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | mat_type **transpose** ( mat_type ) | Transpose Matrix |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | float **determinant** ( mat_type ) | Matrix Determinant |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | mat_type **inverse** ( mat_type ) | Inverse Matrix |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_bool_type **lessThan** ( vec_scalar_type ) | Bool vector cmp on < int/uint/float vectors |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_bool_type **greaterThan** ( vec_scalar_type ) | Bool vector cmp on > int/uint/float vectors |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_bool_type **lessThanEqual** ( vec_scalar_type ) | Bool vector cmp on <= int/uint/float vectors|
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_bool_type **greaterThanEqual** ( vec_scalar_type ) | Bool vector cmp on >= int/uint/float vectors|
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_bool_type **equal** ( vec_scalar_type ) | Bool vector cmp on == int/uint/float vectors|
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec\_bool_type **notEqual** ( vec_scalar_type ) | Bool vector cmp on != int/uint/float vectors|
- +-----------------------------------------------------------------------+---------------------------------------------+
- | bool **any** ( vec_bool_type ) | Any component is true |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | bool **all** ( vec_bool_type ) | All components are true |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | bool **not** ( vec_bool_type ) | No components are true |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | ivec2 **textureSize** ( sampler2D_type s, int lod ) | Get the size of a texture |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | ivec2 **textureSize** ( samplerCube s, int lod ) | Get the size of a cubemap |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias]) | Perform a 2D texture read |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec4_type **texture** ( samplerCube s, vec3 uv [, float bias]) | Perform a Cube texture read |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec4_type **textureProj** ( sampler2d_type s, vec3 uv [, float bias]) | Perform a texture read with projection |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec4_type **textureProj** ( sampler2d_type s, vec4 uv [, float bias]) | Perform a texture read with projection |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec4_type **textureLod** ( sampler2D_type s, vec2 uv , float lod) | Perform a 2D texture read at custom mipmap |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec4_type **textureProjLod** ( sampler2d_type s, vec3 uv , float lod) | Perform a texture read with projection/lod |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec4_type **textureProjLod** ( sampler2d_type s, vec4 uv , float lod) | Perform a texture read with projection/lod |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_type **texelFetch** ( samplerCube s, ivec2 uv, int lod ) | Fetch a single texel using integer coords |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_type **dFdx** ( vec_type ) | Derivative in x using local differencing |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_type **dFdy** ( vec_type ) | Derivative in y using local differencing |
- +-----------------------------------------------------------------------+---------------------------------------------+
- | vec_type **fwidth** ( vec_type ) | Sum of absolute derivative in x and y |
- +-----------------------------------------------------------------------+---------------------------------------------+
- Shader Types In-Depth
- ---------------------
- Spatial
- ~~~~~~~
- Accepted render modes and built-ins for "shader_type spatial;".
- Render Modes
- ^^^^^^^^^^^^
- +---------------------------------+----------------------------------------------------------------------+
- | Render Mode | Description |
- +=================================+======================================================================+
- | **blend_mix** | Mix blend mode (alpha is transparency), default. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_add** | Additive blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_sub** | Substractive blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_mul** | Multiplicative blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **depth_draw_opaque** | Only draw depth for opaque geometry (not transparent). |
- +---------------------------------+----------------------------------------------------------------------+
- | **depth_draw_always** | Always draw depth (opaque and transparent). |
- +---------------------------------+----------------------------------------------------------------------+
- | **depth_draw_never** | Never draw depth. |
- +---------------------------------+----------------------------------------------------------------------+
- | **depth_draw_alpha_prepass** | Do opaque depth pre-pass for transparent geometry. |
- +---------------------------------+----------------------------------------------------------------------+
- | **depth_test_disable** | Disable depth testing. |
- +---------------------------------+----------------------------------------------------------------------+
- | **cull_front** | Cull front-faces. |
- +---------------------------------+----------------------------------------------------------------------+
- | **cull_back** | Cull back-faces (default). |
- +---------------------------------+----------------------------------------------------------------------+
- | **cull_disabled** | Culling disabled (double sided). |
- +---------------------------------+----------------------------------------------------------------------+
- | **unshaded** | Result is just albedo. No lighting/shading happens in material. |
- +---------------------------------+----------------------------------------------------------------------+
- | **diffuse_lambert** | Lambert shading for diffuse (default). |
- +---------------------------------+----------------------------------------------------------------------+
- | **diffuse_lambert_wrap** | Lambert wrapping (roughness dependent) for diffuse. |
- +---------------------------------+----------------------------------------------------------------------+
- | **diffuse_oren_nayar** | Oren Nayar for diffuse. |
- +---------------------------------+----------------------------------------------------------------------+
- | **diffuse_burley** | Burley (Disney PBS) for diffuse. |
- +---------------------------------+----------------------------------------------------------------------+
- | **diffuse toon** | Toon shading for diffuse. |
- +---------------------------------+----------------------------------------------------------------------+
- | **specular_schlick_ggx** | Schlick-GGX for specular (default). |
- +---------------------------------+----------------------------------------------------------------------+
- | **specular_blinn** | Blinn for specular (compatibility). |
- +---------------------------------+----------------------------------------------------------------------+
- | **specular_phong** | Phong for specular (compatibility). |
- +---------------------------------+----------------------------------------------------------------------+
- | **specular_toon** | Toon for specular. |
- +---------------------------------+----------------------------------------------------------------------+
- | **specular_disabled** | Disable specular. |
- +---------------------------------+----------------------------------------------------------------------+
- | **skip_vertex_transform** | VERTEX/NORMAL/etc need to be transformed manually in VS. |
- +---------------------------------+----------------------------------------------------------------------+
- | **world_vertex_coords** | VERTEX/NORMAL/etc are modified in world coordinates instead of local.|
- +---------------------------------+----------------------------------------------------------------------+
- | **vertex_lighting** | Use vertex-based lighting. |
- +---------------------------------+----------------------------------------------------------------------+
- Vertex Built-Ins
- ^^^^^^^^^^^^^^^^
- +----------------------------------+-------------------------------------------------------+
- | Built-In | Object vertex to world space transform. |
- +==================================+=======================================================+
- | mat4 **WORLD_MATRIX** | Model space to world space transform. |
- +----------------------------------+-------------------------------------------------------+
- | mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
- +----------------------------------+-------------------------------------------------------+
- | mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
- +----------------------------------+-------------------------------------------------------+
- | mat4 **CAMERA_MATRIX** | View space to world space transform. |
- +----------------------------------+-------------------------------------------------------+
- | mat4 **MODELVIEW_MATRIX** | Model space to view space transform (use if possible).|
- +----------------------------------+-------------------------------------------------------+
- | mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform. |
- +----------------------------------+-------------------------------------------------------+
- | float **TIME** | Elapsed total time in seconds. |
- +----------------------------------+-------------------------------------------------------+
- | vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
- +----------------------------------+-------------------------------------------------------+
- | vec3 **VERTEX** | Vertex in local coords (see doc below). |
- +----------------------------------+-------------------------------------------------------+
- | vec3 **NORMAL** | Normal in local coords. |
- +----------------------------------+-------------------------------------------------------+
- | vec3 **TANGENT** | Tangent in local coords. |
- +----------------------------------+-------------------------------------------------------+
- | vec3 **BINORMAL** | Binormal in local coords. |
- +----------------------------------+-------------------------------------------------------+
- | vec2 **UV** | UV main channel. |
- +----------------------------------+-------------------------------------------------------+
- | vec2 **UV2** | UV secondary channel. |
- +----------------------------------+-------------------------------------------------------+
- | vec4 **COLOR** | Color from vertices. |
- +----------------------------------+-------------------------------------------------------+
- | vec2 **POINT_SIZE** | Point size for point rendering. |
- +----------------------------------+-------------------------------------------------------+
- | int **INSTANCE_ID** | Instance ID for instancing. |
- +----------------------------------+-------------------------------------------------------+
- | vec4 **INSTANCE_CUSTOM** | Instance custom data (for particles, mostly). |
- +----------------------------------+-------------------------------------------------------+
- | float **ROUGHNESS** | Roughness for vertex lighting. |
- +----------------------------------+-------------------------------------------------------+
- Vertex data (VERTEX, NORMAL, TANGENT, BITANGENT) is presented in local model space. If not
- written to, these values will not be modified and be passed through as they came.
- They can be optionally set to be presented in world space (after being transformed by world)
- by adding the *world_vertex_coords* render mode.
- It is also possible to completely disable the built-in modelview transform (projection will still
- happen later, though) with the following code, so it can be done manually:
- .. code-block:: glsl
- shader_type spatial;
- render_mode skip_vertex_transform;
- void vertex() {
- VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
- NORMAL = (MODELVIEW_MATRIX * vec4(VERTEX, 0.0)).xyz;
- // same as above for binormal and tangent, if normal mapping is used
- }
- Other built-ins such as UV, UV2 and COLOR are also passed through to the fragment function if not modified.
- For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information
- is usually:
- * **x**: Rotation angle in radians.
- * **y**: Phase during lifetime (0 to 1).
- * **z**: Animation frame.
- This allows to easily adjust the shader to a particle system using default particles material. When writing a custom particles
- shader, this value can be used as desired.
- Fragment Built-Ins
- ^^^^^^^^^^^^^^^^^^
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | Built-In | Description |
- +==================================+==================================================================================================+
- | in mat4 **WORLD_MATRIX** | Model space to world space transform. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in mat4 **CAMERA_MATRIX** | View space to world space transform. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in mat4 **INV_PROJECTION_MATRIX**| Clip space to view space transform. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | float **TIME** | Elapsed total time in seconds. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | vec3 **VERTEX** | Vertex that comes from vertex function, in view space. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in vec4 **FRAGCOORD** | Fragment cordinate, pixel adjusted. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in bool **FRONT_FACING** | true whether current face is front face. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | inout vec3 **NORMAL** | Normal that comes from vertex function, in view space. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | inout vec3 **TANGENT** | Tangent that comes from vertex function. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | inout vec3 **BINORMAL** | Binormal that comes from vertex function. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out vec3 **NORMALMAP** | Output this if reading normal from a texture instead of NORMAL. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **NORMALMAP_DEPTH** | Depth from variable above. Defaults to 1.0. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in vec2 **UV** | UV that comes from vertex function. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in vec2 **UV2** | UV2 that coems from vertex function. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in vec4 **COLOR** | COLOR that comes from vertex function. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out vec3 **ALBEDO** | Albedo (default white). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **ALPHA** | Alpha (0..1), if written to the material will go to transparent pipeline. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **METALLIC** | Metallic (0..1). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **SPECULAR** | Specular. Defaults to 0.5, best to not modify unless you want to change IOR. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **ROUGHNESS** | Roughness (0..1). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **RIM** | Rim (0..1). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **RIM_TINT** | Rim Tint, goes from 0 (white) to 1 (albedo). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **CLEARCOAT** | Small added specular blob. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **CLEARCOAT_GLOSS** | Gloss of Clearcoat. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **ANISOTROPY** | For distorting the specular blob according to tangent space. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **ANISOTROPY_FLOW** | Distortion direction, use with flowmaps. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **SSS_STRENGTH** | Strength of Subsurface Scattering (default 0). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out vec3 **TRANSMISSION** | Transmission mask (default 0,0,0). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out foat **AO** | Ambient Occlusion (pre-baked). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **AO_LIGHT_AFFECT** | How much AO affects lights (0..1. default 0, none). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out vec3 **EMISSION** | Emission color (can go over 1,1,1 for HDR). |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in sampler2D **SCREEN_TEXTURE** | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in sampler2D **DEPTH_TEXTURE** | Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in vec2 **POINT_COORD** | Point Coord for drawing points with POINT_SIZE. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | in float **SIDE** | SIDE multiplier, for double sided materials. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- | out float **ALPHA_SCISSOR** | If written to, values below a certain amount of alpha are discarded. |
- +----------------------------------+--------------------------------------------------------------------------------------------------+
- Values marked as "in" are read-only. Values marked as "out" are for optional writing. If nothing is written, a default value is used.
- Light Built-Ins
- ^^^^^^^^^^^^^^^
- +-----------------------------------+------------------------------------------+
- | Built-in | Description |
- +===================================+==========================================+
- | in mat4 **WORLD_MATRIX** | Model space to world space transform. |
- +-----------------------------------+------------------------------------------+
- | in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
- +-----------------------------------+------------------------------------------+
- | in mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
- +-----------------------------------+------------------------------------------+
- | in mat4 **CAMERA_MATRIX** | View space to world space transform. |
- +-----------------------------------+------------------------------------------+
- | in mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform. |
- +-----------------------------------+------------------------------------------+
- | in float **TIME** | Elapsed total time in seconds. |
- +-----------------------------------+------------------------------------------+
- | in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
- +-----------------------------------+------------------------------------------+
- | in vec3 **NORMAL** | Normal vector. |
- +-----------------------------------+------------------------------------------+
- | in vec3 **VIEW** | View vector. |
- +-----------------------------------+------------------------------------------+
- | in vec3 **LIGHT** | Light Vector. |
- +-----------------------------------+------------------------------------------+
- | in vec3 **LIGHT_COLOR** | Color of light multiplied by energy. |
- +-----------------------------------+------------------------------------------+
- | in vec3 **ATTENUATION** | Attenuation based on distance or shadow. |
- +-----------------------------------+------------------------------------------+
- | in vec3 **ALBEDO** | Base albedo. |
- +-----------------------------------+------------------------------------------+
- | in vec3 **TRANSMISSION** | Transmission mask. |
- +-----------------------------------+------------------------------------------+
- | in float **ROUGHNESS** | Roughness. |
- +-----------------------------------+------------------------------------------+
- | out vec3 **DIFFUSE_LIGHT** | Diffuse light result. |
- +-----------------------------------+------------------------------------------+
- | out vec3 **SPECULAR_LIGHT** | Specular light result. |
- +-----------------------------------+------------------------------------------+
- Writing light shaders is completely optional. Unlike other game engines, they don't affect
- performance or force a specific pipeline.
- To write a light shader, simply make sure to assign something to DIFFUSE_LIGHT or SPECULAR_LIGHT.
- Assigning nothing means no light is processed.
- Canvas Item
- ~~~~~~~~~~~~
- Accepted render modes and built-ins for "shader_type canvas_item;".
- Render Modes
- ^^^^^^^^^^^^
- +---------------------------------+----------------------------------------------------------------------+
- | Render Mode | Description |
- +=================================+======================================================================+
- | **blend_mix** | Mix blend mode (alpha is transparency), default. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_add** | Additive blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_sub** | Subtractive blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_mul** | Multiplicative blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_premul_alpha** | Premultiplied alpha blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **unshaded** | Result is just albedo. No lighting/shading happens in material. |
- +---------------------------------+----------------------------------------------------------------------+
- | **light_only** | Only draw for light pass (when multipass is used). |
- +---------------------------------+----------------------------------------------------------------------+
- | **skip_vertex_transform** | VERTEX/NORMAL/etc need to be transformed manually in VS. |
- +---------------------------------+----------------------------------------------------------------------+
- Vertex Built-Ins
- ^^^^^^^^^^^^^^^^
- +--------------------------------+----------------------------------------------------------------+
- | Built-In | Description |
- +================================+================================================================+
- | in mat4 **WORLD_MATRIX** | Image to World transform. |
- +--------------------------------+----------------------------------------------------------------+
- | in mat4 **EXTRA_MATRIX** | Extra transform. |
- +--------------------------------+----------------------------------------------------------------+
- | in mat4 **PROJECTION_MATRIX** | World to view transform. |
- +--------------------------------+----------------------------------------------------------------+
- | in float **TIME** | Global time, in seconds. |
- +--------------------------------+----------------------------------------------------------------+
- | in vec4 **INSTANCE_CUSTOM** | Instance custom data. |
- +--------------------------------+----------------------------------------------------------------+
- | in bool **AT_LIGHT_PASS** | True if this is a light pass (for multi-pass light rendering). |
- +--------------------------------+----------------------------------------------------------------+
- | inout vec2 **VERTEX** | Vertex in image space. |
- +--------------------------------+----------------------------------------------------------------+
- | inout vec2 **UV** | UV. |
- +--------------------------------+----------------------------------------------------------------+
- | inout vec4 **COLOR** | Color from vertex primitive. |
- +--------------------------------+----------------------------------------------------------------+
- | out vec2 **POINT_SIZE** | Point size for point drawing. |
- +--------------------------------+----------------------------------------------------------------+
- Vertex data (VERTEX) is presented in local space.
- If not written to, these values will not be modified and be passed through as they came.
- It is possible to completely disable the built-in modelview transform (projection will still
- happen later, though) with the following code, so it can be done manually:
- .. code-block:: glsl
- shader_type spatial;
- render_mode skip_vertex_transform;
- void vertex() {
- VERTEX = (EXTRA_MATRIX * (WORLD_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy;
- }
- Other built-ins such as UV and COLOR are also passed through to the fragment function if not modified.
- For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information
- is usually:
- * **x**: Rotation angle in radians.
- * **y**: Phase during lifetime (0 to 1).
- * **z**: Animation frame.
- This allows to easily adjust the shader to a particle system using default particles material. When writing a custom particles
- shader, this value can be used as desired.
- Fragment Built-Ins
- ^^^^^^^^^^^^^^^^^^
- +----------------------------------+------------------------------------------------------------+
- | Built-In | Description |
- +==================================+============================================================+
- | in vec4 **FRAGCOORD** | Fragment coordinate, pixel adjusted. |
- +----------------------------------+------------------------------------------------------------+
- | out vec3 **NORMAL** | Normal, writable. |
- +----------------------------------+------------------------------------------------------------+
- | out vec3 **NORMALMAP** | Normal from texture, default is read from NORMAL_TEXTURE. |
- +----------------------------------+------------------------------------------------------------+
- | out float **NORMALMAP_DEPTH** | Normalmap depth for scaling. |
- +----------------------------------+------------------------------------------------------------+
- | in vec2 **UV** | UV from vertex function. |
- +----------------------------------+------------------------------------------------------------+
- | in vec4 **COLOR** | Color from vertex function. |
- +----------------------------------+------------------------------------------------------------+
- | in sampler2D **TEXTURE** | Default 2D texture. |
- +----------------------------------+------------------------------------------------------------+
- | in sampler2D **NORMAL_TEXTURE** | Default 2D normal texture. |
- +----------------------------------+------------------------------------------------------------+
- | in vec2 **TEXTURE_PIXEL_SIZE** | Default 2D texture pixel size. |
- +----------------------------------+------------------------------------------------------------+
- | in vec2 **SCREEN_UV** | Screen UV for use with SCREEN_TEXTURE. |
- +----------------------------------+------------------------------------------------------------+
- | in vec2 **SCREEN_PIXEL_SIZE** | Screen pixel size. |
- +----------------------------------+------------------------------------------------------------+
- | in vec2 **POINT_COORD** | Coordinate for drawing points. |
- +----------------------------------+------------------------------------------------------------+
- | in float **TIME** | Global time in seconds. |
- +----------------------------------+------------------------------------------------------------+
- | in sampler2D **SCREEN_TEXTURE** | Screen texture, mipmaps contain gaussian blurred versions. |
- +----------------------------------+------------------------------------------------------------+
- Light Built-Ins
- ^^^^^^^^^^^^^^^^
- +-------------------------------------+-------------------------------------------------------------------------------+
- | Built-In | Description |
- +=====================================+===============================================================================+
- | in vec4 **POSITION** | Screen Position. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec3 **NORMAL** | Input Normal. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **UV** | UV. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec4 **COLOR** | Input Color. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in sampler2D **TEXTURE** | Current texture in use for CanvasItem. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **TEXTURE_PIXEL_SIZE** | Pixel size for current 2D texture. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **SCREEN_UV** | Screen Texture Coordinate (for using with texscreen). |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **POINT_COORD** | Current UV for Point Sprite. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in float **TIME** | Time (in seconds). |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | vec2 **LIGHT\_VEC** | Vector from light to fragment, can be modified to alter shadow computation. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in float **LIGHT\_HEIGHT** | Height of Light. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in color **LIGHT\_COLOR** | Color of Light. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in color **LIGHT\_SHADOW\_COLOR** | Color of Light shadow. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **LIGHT\_UV** | UV for light image. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec4 **SHADOW** | Light shadow color override. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | out vec4 **LIGHT** | Light Output (shader is ignored if this is not used). |
- +-------------------------------------+-------------------------------------------------------------------------------+
- Particles
- ~~~~~~~~~
- Accepted render modes and built-ins for "shader_type particles;".
- Render Modes
- ^^^^^^^^^^^^
- +---------------------------------+----------------------------------------------------------------------+
- | Render Mode | Description |
- +=================================+======================================================================+
- | **billboard** | Particle will be shown as a billboard. |
- +---------------------------------+----------------------------------------------------------------------+
- | **keep_data** | Do not clear previous data on restart. |
- +---------------------------------+----------------------------------------------------------------------+
- Vertex Built-Ins
- ^^^^^^^^^^^^^^^^
- +---------------------------------+-----------------------------------------------------------+
- | Built-In | Description |
- +=================================+===========================================================+
- | inout vec4 **COLOR** | Particle color, can be written to. |
- +---------------------------------+-----------------------------------------------------------+
- | inout vec3 **VELOCITY** | Particle velocity, can be modified. |
- +---------------------------------+-----------------------------------------------------------+
- | out float **MASS** | Particle mass, use for attractors (default 1). |
- +---------------------------------+-----------------------------------------------------------+
- | inout bool **ACTIVE** | Particle is active, can be set to false. |
- +---------------------------------+-----------------------------------------------------------+
- | in bool **RESTART** | Set to true when particle must restart (lifetime cycled). |
- +---------------------------------+-----------------------------------------------------------+
- | inout vec4 **CUSTOM** | Custom particle data. |
- +---------------------------------+-----------------------------------------------------------+
- | inout mat4 **TRANSFORM** | Particle transform. |
- +---------------------------------+-----------------------------------------------------------+
- | in float **TIME** | Global time in seconds. |
- +---------------------------------+-----------------------------------------------------------+
- | in float **DELTA** | Delta process time. |
- +---------------------------------+-----------------------------------------------------------+
- | in uint **NUMBER** | Unique number since emission start. |
- +---------------------------------+-----------------------------------------------------------+
- | in int **INDEX** | Particle index (from total particles). |
- +---------------------------------+-----------------------------------------------------------+
- | in mat4 **EMISSION_TRANSFORM** | Emitter transform (used for non-local systems). |
- +---------------------------------+-----------------------------------------------------------+
- | in uint **RANDOM_SEED** | Random seed used as base for random. |
- +---------------------------------+-----------------------------------------------------------+
- Particle shades only support vertex processing. They are drawn with any regular material for CanvasItem or Spatial, depending on
- whether they are 2D or 3D.
|