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- shader_type spatial;
- render_mode wireframe;
- const lowp vec3 v[1] = lowp vec3[1] ( vec3(0, 0, 1) );
- void fn() {
- // The required amount of scalars
- vec4 a0 = vec4(0.0, 1.0, 2.0, 3.0);
- // Complementary vectors and/or scalars
- vec4 a1 = vec4(vec2(0.0, 1.0), vec2(2.0, 3.0));
- vec4 a2 = vec4(vec3(0.0, 1.0, 2.0), 3.0);
- // A single scalar for the whole vector
- vec4 a3 = vec4(0.0);
- mat2 m2 = mat2(vec2(1.0, 0.0), vec2(0.0, 1.0));
- mat3 m3 = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
- mat4 identity = mat4(1.0);
- mat3 basis = mat3(identity);
- mat4 m4 = mat4(basis);
- mat2 m2a = mat2(m4);
- vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
- vec3 b = a.rgb; // Creates a vec3 with vec4 components.
- vec3 b1 = a.ggg; // Also valid; creates a vec3 and fills it with a single vec4 component.
- vec3 b2 = a.bgr; // "b" will be vec3(2.0, 1.0, 0.0).
- vec3 b3 = a.xyz; // Also rgba, xyzw are equivalent.
- vec3 b4 = a.stp; // And stpq (for texture coordinates).
- b.bgr = a.rgb; // Valid assignment. "b"'s "blue" component will be "a"'s "red" and vice versa.
- lowp vec4 v0 = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1
- mediump vec4 v1 = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float
- highp vec4 v2 = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default)
- const vec2 aa = vec2(0.0, 1.0);
- vec2 bb;
- bb = aa; // valid
- const vec2 V1 = vec2(1, 1), V2 = vec2(2, 2);
- float fa = 1.0;
- float fb = 1.0f;
- float fc = 1e-1;
- uint ua = 1u;
- uint ub = uint(1);
-
- bool cond = false;
- // `if` and `else`.
- if (cond) {
- } else {
- }
- // Ternary operator.
- // This is an expression that behaves like `if`/`else` and returns the value.
- // If `cond` evaluates to `true`, `result` will be `9`.
- // Otherwise, `result` will be `5`.
- int i, result = cond ? 9 : 5;
- // `switch`.
- switch (i) { // `i` should be a signed integer expression.
- case -1:
- break;
- case 0:
- return; // `break` or `return` to avoid running the next `case`.
- case 1: // Fallthrough (no `break` or `return`): will run the next `case`.
- case 2:
- break;
- //...
- default: // Only run if no `case` above matches. Optional.
- break;
- }
- // `for` loop. Best used when the number of elements to iterate on
- // is known in advance.
- for (int i = 0; i < 10; i++) {
- }
- // `while` loop. Best used when the number of elements to iterate on
- // is not known in advance.
- while (cond) {
- }
- // `do while`. Like `while`, but always runs at least once even if `cond`
- // never evaluates to `true`.
- do {
- } while (cond);
- }
- const float PI_ = 3.14159265358979323846;
- struct PointLight {
- vec3 position;
- vec3 color;
- float intensity;
- };
- struct Scene {
- PointLight lights[2];
- };
- const Scene scene = Scene(PointLight[2](
- PointLight(vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 1.0),
- PointLight(vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 1.0)
- ));
- Scene construct_scene(PointLight light1, PointLight light2) {
- return Scene({light1, light2});
- }
- varying flat vec3 some_color;
- varying float var_arr[3];
- varying smooth vec3 some_light;
- uniform float some_value;
- uniform vec4 color : hint_color;
- uniform float amount : hint_range(0, 1);
- uniform vec4 other_color : hint_color = vec4(1.0);
- uniform vec4 some_vector = vec4(0.0);
- uniform vec4 some_color2 : hint_color = vec4(1.0);
- void vertex() {
- const float arr[] = { 1.0, 0.5, 0.0 };
- COLOR.r = arr[0]; // valid
-
- float arr2[3];
- arr2[0] = 1.0; // setter
- COLOR.r = arr2[0]; // getter
-
- PointLight light;
- light.position = vec3(0.0);
- light.color = vec3(1.0, 0.0, 0.0);
- light.intensity = 0.5;
-
- COLOR.rgb = construct_scene(
- PointLight(vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 1.0),
- PointLight(vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 1.0), 1.0)
- ).lights[0].color;
- some_color = NORMAL; // Make the normal the color.
-
- var_arr[0] = 1.0;
- var_arr[1] = 0.0;
- }
- void fragment() {
- float arr[3];
-
- float float_arr[3] = float[3] (1.0, 0.5, 0.0); // first constructor
- int int_arr[3] = int[] (2, 1, 0); // second constructor
- vec2 vec2_arr[3] = { vec2(1.0, 1.0), vec2(0.5, 0.5), vec2(0.0, 0.0) }; // third constructor
- bool bool_arr[] = { true, true, false }; // fourth constructor - size is defined automatically from the element count
-
- float a[3] = float[3] (1.0, 0.5, 0.0),
- b[2] = { 1.0, 0.5 },
- c[] = { 0.7 },
- d = 0.0,
- e[5];
-
- float arr2[] = { 0.0, 1.0, 0.5, -1.0 };
- for (int i = 0; i < arr2.length(); i++) {
- }
-
- ALBEDO = v[0];
-
- PointLight light = PointLight(vec3(0.0), vec3(1.0, 0.0, 0.0), 0.5);
-
- ALBEDO = scene.lights[0].color;
-
- const float EPSILON = 0.0001, value = 0.f;
- if (value >= 0.3 - EPSILON && value <= 0.3 + EPSILON) {
- discard;
- }
-
- ALBEDO = vec3(var_arr[0], var_arr[1], var_arr[2]); // red color
-
- some_light = ALBEDO * 100.0; // Make a shining light.
- }
- void sum2(int a, in int b, inout int result) {
- result = a + b;
- }
- void sub2(const int a, const in int b, out int result) {
- result = a - b;
- }
- global uniform sampler2D global1;
- instance uniform int un = 0;
- void light() {
- DIFFUSE_LIGHT = some_color * 100.; // optionally
-
- DIFFUSE_LIGHT = some_light;
- }
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