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- Shading Language
- ================
- Introduction
- ------------
- Godot uses a simplified shader language (almost a subset of GLSL).
- Shaders can be used for:
- - Materials
- - Post-Processing
- - 2D
- and are divided in *Vertex*, *Fragment* and *Light* sections.
- Language
- --------
- Typing
- ~~~~~~
- The language is statically type and supports only a few operations.
- Arrays, classes, structures, etc are not supported. Several built-in
- datatypes are provided:
- Data Types
- ~~~~~~~~~~
- +-------------------+--------------------------------------------------------------+
- | DataType | Description |
- +===================+==============================================================+
- | *void* | Void |
- +-------------------+--------------------------------------------------------------+
- | *bool* | boolean (true or false) |
- +-------------------+--------------------------------------------------------------+
- | *float* | floating point |
- +-------------------+--------------------------------------------------------------+
- | *vec2* | 2-component vector, float subindices (x,y or r,g ) |
- +-------------------+--------------------------------------------------------------+
- | *vec3* | 3-component vector, float subindices (x,y,z or r,g,b ) |
- +-------------------+--------------------------------------------------------------+
- | *vec4*, *color* | 4-component vector, float subindices (x,y,z,w or r,g,b,a ) |
- +-------------------+--------------------------------------------------------------+
- | *mat2* | 2x2 matrix, vec3 subindices (x,y) |
- +-------------------+--------------------------------------------------------------+
- | *mat3* | 3x3 matrix, vec3 subindices (x,y,z) |
- +-------------------+--------------------------------------------------------------+
- | *mat4* | 4x4 matrix, vec4 subindices (x,y,z,w) |
- +-------------------+--------------------------------------------------------------+
- | *texture* | texture sampler, can only be used as uniform |
- +-------------------+--------------------------------------------------------------+
- | *cubemap* | cubemap sampler, can only be used as uniform |
- +-------------------+--------------------------------------------------------------+
- Syntax
- ~~~~~~
- | The syntax is similar to C, with statements ending in ; , and comments
- as // and /\* \*/.
- | Example:
- ::
- float a = 3;
- vec3 b;
- b.x = a;
- Swizzling
- ~~~~~~~~~
- It is possible to use swizzling to reasigning subindices or groups of
- subindices, in order:
- ::
- vec3 a = vec3(1,2,3);
- vec3 b = a.zyx; // b will contain vec3(3,2,1)
- vec2 c = a.xy; // c will contain vec2(1,2)
- vec4 d = a.xyzz; // d will contain vec4(1,2,3,3)
- Constructors
- ~~~~~~~~~~~~
- Constructors take the regular amount of elements, but can also accept
- less if the element has more subindices, for example:
- ::
- vec3 a = vec3( 1, vec2(2,3) );
- vec3 b = vec3( a );
- vec3 c = vec3( vec2(2,3), 1 );
- vec4 d = vec4( a, 5 );
- mat3 m = mat3( a,b,c );
- Conditionals
- ~~~~~~~~~~~~
- For now, only the "if" conditional is supported. Example:
- ::
- if (a < b) {
- c = b;
- }
- Uniforms
- ~~~~~~~~
- A variable can be declared as uniform. In this case, it's value will
- come from outside the shader (it will be the responsibility of the
- material or whatever using the shader to provide it).
- ::
- uniform vec3 direction;
- uniform color tint;
- vec3 result = tint.rgb * direction;
- Functions
- ~~~~~~~~~
- Simple support for functions is provided. Functions can't access
- uniforms or other shader variables.
- ::
- vec3 addtwo( vec3 a, vec3 b) {
- return a+b;
- }
- vec3 c = addtwo(vec3(1,1,1)+vec3(2,2,2));
- Built-In Functions
- ------------------
- Several Built-in functions are provided for convenience, listed as
- follows:
- | \|\ *. 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 \|
- | \| vec\_type *pow*\ ( vec\_type, float ) \| Power \|
- | \| 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 *abs*\ ( vec\_type ) \| Absolute \|
- | \| vec\_type *sign*\ ( vec\_type ) \| Sign \|
- | \| vec\_type *floor*\ ( vec\_type ) \| Floor \|
- | \| 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 *min*\ ( vec\_type,vec\_type ) \| Minimum \|
- | \| vec\_type *min*\ ( 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) \|
- \|
- | \| float *length*\ ( vec\_type ) \| Vector Length \|
- | \| float *distance*\ ( vec\_type, vec\_type ) \| Distance between
- vector. \|
- | \| float *dot*\ ( vec\_type, vec\_type ) \| Dot Product \|
- | \| vec3 *dot*\ ( vec3, vec3 ) \| Cross Product \|
- | \| vec\_type *normalize*\ ( vec\_type ) \| Normalize to unit length \|
- | \| vec3 *reflect*\ ( vec3, vec3 ) \| Reflect \|
- | \| color *tex*\ ( texture, vec2 ) \| Read from a texture in
- noormalized coords \|
- | \| color *texcube*\ ( texture, vec3 ) \| Read from a cubemap \|
- | \| color *texscreen*\ ( vec2 ) \| Read from screen (generates a copy)
- \|
- Built-In Variables
- ------------------
- Depending on the shader type, several built-in variables are available,
- listed as follows:
- Material - VertexShader
- ~~~~~~~~~~~~~~~~~~~~~~~
- | \|\ *. Variable \|*. Description \|
- | \| const vec3 *SRC\_VERTEX* \| Model-Space Vertex \|
- | \| const vec3 *SRC\_NORMAL* \| Model-Space Normal \|
- | \| const vec3 *SRC\_TANGENT* \| Model-Space Tangent \|
- | \| const float *SRC\_BINORMALF* \| Direction to Compute Binormal \|
- | \| vec3 *VERTEX* \| View-Space Vertex \|
- | \| vec3 *NORMAL* \| View-Space Normal \|
- | \| vec3 *TANGENT* \| View-Space Tangent \|
- | \| vec3 *BINORMAL* \| View-Space Binormal \|
- | \| vec2 *UV* \| UV \|
- | \| vec2 *UV2* \| UV2 \|
- | \| color *COLOR* \| Vertex Color \|
- | \| out vec4 *VAR1* \| Varying 1 Output \|
- | \| out vec4 *VAR2* \| Varying 2 Output \|
- | \| out float *SPEC\_EXP* \| Specular Exponent (for Vertex Lighting) \|
- | \| out float *POINT\_SIZE* \| Point Size (for points) \|
- | \| const mat4 *WORLD\_MATRIX* \| Object World Matrix \|
- | \| const mat4 *INV\_CAMERA\_MATRIX* \| Inverse Camera Matrix \|
- | \| const mat4 *PROJECTION\_MATRIX* \| Projection Matrix \|
- | \| const mat4 *MODELVIEW\_MATRIX* \| (InvCamera \* Projection) \|
- | \| const float *INSTANCE\_ID* \| Instance ID (for multimesh)\|
- | \| const float *TIME* \| Time (in seconds) \|
- Material - FragmentShader
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- +----------------------------------+----------------------------------------------------------------------------------+
- | Variable | Description |
- +==================================+==================================================================================+
- | const vec3 *VERTEX* | View-Space vertex |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec4 *POSITION* | View-Space Position |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec3 *NORMAL* | View-Space Normal |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec3 *TANGENT* | View-Space Tangent |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec3 *BINORMAL* | View-Space Binormal |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec3 *NORMALMAP* | Alternative to NORMAL, use for normal texture output. |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec3 *NORMALMAP\_DEPTH* | Complementary to the above, allows changing depth of normalmap. |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec2 *UV* | UV |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec2 *UV2* | UV2 |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const color *COLOR* | Vertex Color |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec4 *VAR1* | Varying 1 |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec4 *VAR2* | Varying 2 |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec2 *SCREEN\_UV* | Screen Texture Coordinate (for using with texscreen) |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const float *TIME* | Time (in seconds) |
- +----------------------------------+----------------------------------------------------------------------------------+
- | const vec2 *POINT\_COORD* | UV for point, when drawing point sprites. |
- +----------------------------------+----------------------------------------------------------------------------------+
- | out vec3 *DIFFUSE* | Diffuse Color |
- +----------------------------------+----------------------------------------------------------------------------------+
- | out vec4 *DIFFUSE\_ALPHA* | Diffuse Color with Alpha (using this sends geometry to alpha pipeline) |
- +----------------------------------+----------------------------------------------------------------------------------+
- | out vec3 *SPECULAR* | Specular Color |
- +----------------------------------+----------------------------------------------------------------------------------+
- | out vec3 *EMISSION* | Emission Color |
- +----------------------------------+----------------------------------------------------------------------------------+
- | out float *SPEC\_EXP* | Specular Exponent (Fragment Version) |
- +----------------------------------+----------------------------------------------------------------------------------+
- | out float *GLOW* | Glow |
- +----------------------------------+----------------------------------------------------------------------------------+
- | out mat4 *INV\_CAMERA\_MATRIX* | Inverse camera matrix, can be used to obtain world coords (see example below). |
- +----------------------------------+----------------------------------------------------------------------------------+
- Material - LightShader
- ~~~~~~~~~~~~~~~~~~~~~~
- +--------------------------------+-------------------------------+
- | Variable | Description |
- +================================+===============================+
- | const vec3 *NORMAL* | View-Space normal |
- +--------------------------------+-------------------------------+
- | const vec3 *LIGHT\_DIR* | View-Space Light Direction |
- +--------------------------------+-------------------------------+
- | const vec3 *EYE\_VEC* | View-Space Eye-Point Vector |
- +--------------------------------+-------------------------------+
- | const vec3 *DIFFUSE* | Material Diffuse Color |
- +--------------------------------+-------------------------------+
- | const vec3 *LIGHT\_DIFFUSE* | Light Diffuse Color |
- +--------------------------------+-------------------------------+
- | const vec3 *SPECULAR* | Material Specular Color |
- +--------------------------------+-------------------------------+
- | const vec3 *LIGHT\_SPECULAR* | Light Specular Color |
- +--------------------------------+-------------------------------+
- | const float *SPECULAR\_EXP* | Specular Exponent |
- +--------------------------------+-------------------------------+
- | const vec1 *SHADE\_PARAM* | Generic Shade Parameter |
- +--------------------------------+-------------------------------+
- | const vec2 *POINT\_COORD* | Current UV for Point Sprite |
- +--------------------------------+-------------------------------+
- | out vec2 *LIGHT* | Resulting Light |
- +--------------------------------+-------------------------------+
- | const float *TIME* | Time (in seconds) |
- +--------------------------------+-------------------------------+
- CanvasItem (2D) - VertexShader
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- | \|\ *. Variable \|*. Description \|
- | \| const vec2 *SRC\_VERTEX* \| CanvasItem space vertex. \|
- | \| vec2 *UV* \| UV \|
- | \| out vec2 *VERTEX* \| Output LocalSpace vertex. \|
- | \| out vec2 *WORLD\_VERTEX* \| Output WorldSpace vertex. (use this or
- the one above) \|
- | \| color *COLOR* \| Vertex Color \|
- | \| out vec4 *VAR1* \| Varying 1 Output \|
- | \| out vec4 *VAR2* \| Varying 2 Output \|
- | \| out float *POINT\_SIZE* \| Point Size (for points) \|
- | \| const mat4 *WORLD\_MATRIX* \| Object World Matrix \|
- | \| const mat4 *EXTRA\_MATRIX* \| Extra (user supplied) matrix via
- `CanvasItem.draw\_set\_transform() <https://github.com/okamstudio/godot/wiki/class_canvasitem#draw_set_transform>`__.
- Identity by default. \|
- | \| const mat4 *PROJECTION\_MATRIX* \| Projection Matrix (model coords
- to screen).\|
- | \| const float *TIME* \| Time (in seconds) \|
- CanvasItem (2D) - FragmentShader
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- | \|\ *. Variable \|*. Description \|
- | \| const vec4 *SRC\_COLOR* \| Vertex color \|
- | \| const vec4 *POSITION* \| Screen Position \|
- | \| vec2 *UV* \| UV \|
- | \| out color *COLOR* \| Output Color \|
- | \| out vec3 *NORMAL* \| Optional Normal (used for 2D Lighting) \|
- | \| out vec3 *NORMALMAP* \| Optional Normal in standard normalmap
- format (flipped y and Z from 0 to 1) \|
- | \| out float *NORMALMAP\_DEPTH* \| Depth option for above normalmap
- output, default value is 1.0 \|
- | \| const texture *TEXTURE* \| Current texture in use for CanvasItem \|
- | \| const vec2 *TEXTURE\_PIXEL\_SIZE* \| Pixel size for current 2D
- texture \|
- | \| in vec4 *VAR1* \| Varying 1 Output \|
- | \| in vec4 *VAR2* \| Varying 2 Output \|
- | \| const vec2 *SCREEN\_UV*\ \| Screen Texture Coordinate (for using
- with texscreen) \|
- | \| const vec2 *POINT\_COORD* \| Current UV for Point Sprite \|
- | \| const float *TIME*\ \| Time (in seconds) \|
- CanvasItem (2D) - LightShader
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- | \|\ *. Variable \|*. Description \|
- | \| const vec4 *POSITION* \| Screen Position \|
- | \| in vec3 *NORMAL* \| Input Normal \|
- | \| in vec2 *UV* \| UV \|
- | \| in color *COLOR* \| Input Color \|
- | \| const texture *TEXTURE* \| Current texture in use for CanvasItem \|
- | \| const vec2 *TEXTURE\_PIXEL\_SIZE* \| Pixel size for current 2D
- texture \|
- | \| in vec4 *VAR1* \| Varying 1 Output \|
- | \| in vec4 *VAR2* \| Varying 2 Output \|
- | \| const vec2 *SCREEN\_UV*\ \| Screen Texture Coordinate (for using
- with texscreen) \|
- | \| const vec2 *POINT\_COORD* \| Current UV for Point Sprite \|
- | \| const float *TIME*\ \| Time (in seconds) \|
- | \| vec2 *LIGHT\_VEC* \| Vector from light to fragment, can be modified
- to alter shadow computation. \|
- | \| const float *LIGHT\_HEIGHT* \| Height of Light \|
- | \| const color *LIGHT\_COLOR* \| Color of Light \|
- | \| out vec4 *LIGHT* \| Light Ouput (shader is ignored if this is not
- used) \|
- Examples
- --------
- Material that reads a texture, a color and multiples them, fragment
- program:
- ::
- uniform color modulate;
- uniform texture source;
- DIFFUSE = modulate.rgb * tex(source,UV).rgb;
- Material that glows from red to white:
- ::
- DIFFUSE = vec3(1,0,0) + vec(1,1,1)*mod(TIME,1.0);
- Standard Blinn Lighting Shader
- ::
- float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));
- vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);
- float eye_light = max(dot(NORMAL, half_vec),0.0);
- LIGHT = LIGHT_DIFFUSE + DIFFUSE + NdotL;
- if (NdotL > 0.0) {
- LIGHT+=LIGHT_SPECULAR + SPECULAR + pow( eye_light, SPECULAR_EXP );
- };
- Obtaining world-space normal and position in material fragment program:
- ::
- //use reverse multiply because INV_CAMERA_MATRIX is world2cam
- vec3 world_normal = NORMAL * mat3(INV_CAMERA_MATRIX);
- vec3 world_pos = (VERTEX-INV_CAMERA_MATRIX.w.xyz) * mat3(INV_CAMERA_MATRIX);
- Notes
- -----
- | \* **Do not** use DIFFUSE\_ALPHA unless you really intend to use
- transparency. Transparent materials must be sorted by depth and slow
- down the rendering pipeline. For opaque materials, just use DIFFUSE.
- | \* **Do not** use DISCARD unless you really need it. Discard makes
- rendering slower, specially on mobile devices.
- | \* TIME may reset after a while (may last an hour or so), it's meant
- for effects that vary over time.
- | \* In general, every built-in variable not used results in less shader
- code generated, so writing a single giant shader with a lot of code
- and optional scenarios is often not a good idea.
|