Shaders === Shaders are small GPU programs that can be used to customize rendering or perform arbitrary computation. This guide explains how shaders work in LÖVR. GLSL --- Shaders are written in GLSL. GLSL is a lower-level language than Lua, so shaders are a bit harder to learn at first. Explaining GLSL is outside the scope of these docs, but some good ways to learn it are: - The [OpenGL wiki](https://www.khronos.org/opengl/wiki/OpenGL_Shading_Language) is a good reference. - Copying random shaders from the internet and changing them until they do interesting things is another recommended approach. LÖVR uses GLSL version `4.60`. Basics --- There are 2 types of shaders, given by `ShaderType`: - `graphics` shaders are used for rendering. They compute vertex positions and pixel colors. - `compute` shaders run in compute passes. They can perform arbitrary GPU computation. Shaders have one or more "stages", which are basically functions, given by `ShaderStage`: - `graphics` shaders have 2 stages: - The `vertex` stage computes vertex positions. It loads vertex data from meshes and applies transformations to get the final "on-screen" position for triangles. - The `fragment` stage computes pixel colors. It uses material data to compute lighting and other effects, returning the final color of the pixel. - `compute` shaders have a single `compute` stage. It doesn't have any semantic meaning, instead performing arbitrary computation by writing to `Buffer` and `Texture` objects. Each `Pass` has an **active shader** it uses to process draws. `Pass:setShader` changes the active shader. The active shader will affect all draws until the shader is changed again. When the active shader is `nil`, LÖVR will use a built-in shader based on the type of draw (`unlit` for meshes, `font` for text, etc.). The set of shaders built in to LÖVR are given by `DefaultShader`. Writing Shaders --- LÖVR uses the `lovrmain` function as the GLSL entrypoint. For vertex stages, `lovrmain` should return the final transformed vertex position. Here's the default vertex shader: vec4 lovrmain() { return Projection * View * Transform * VertexPosition; } It can also be written using the `DefaultPosition` shorthand: vec4 lovrmain() { return DefaultPosition; } The vertex position is multiplied by several matrices to get it into "normalized device coordinates", which is the coordinate space the GPU uses internally to process vertices. For fragment shaders, `lovrmain` should return the final color of the pixel. Here's the default fragment shader: vec4 lovrmain() { return Color * getPixel(ColorTexture, UV); } It can also be written using the `DefaultColor` shorthand: vec4 lovrmain() { return DefaultColor; } The default pixel color is calculated by multiplying the `Color` from the vertex stage (which includes the vertex color, material color, and pass color) with a pixel sampled from the color texture. Compute shaders implement the `void lovrmain()` function, and don't return anything. Shaders are created with `lovr.graphics.newShader`, with the code for each stage: shader = lovr.graphics.newShader([[ vec4 lovrmain() { return DefaultPosition; } ]], [[ vec4 lovrmain() { return DefaultColor; } ]]) The code can also be loaded from a filename or a `Blob`. Also, a `DefaultShader` can be used for the code of one or both of the stages: shader = lovr.graphics.newShader('vertex.glsl', 'unlit') Shader Builtins --- The following built-in variables and macros are available in vertex and fragment shaders:
Name Type Notes
PI float
TAU float (PI * 2)
PI_2 float (PI / 2)
Resolution vec2 The size of the render pass texture, in pixels.
Time float Current time in seconds (lovr.headset.getTime).
CameraPositionWorld vec3 The position of the current view (Pass:setViewPose).
Sampler sampler The default sampler (Pass:setSampler).
The following built-in variables are available only in vertex shaders:
Name Type Notes
VertexPosition vec4 The local position of the current vertex.
VertexNormal vec3 The normal vector of the current vertex.
VertexUV vec2 The texture coordinate of the current vertex.
VertexColor vec4 The color of the current vertex.
VertexTangent vec3 The tangent vector of the current vertex.
Projection mat4 The projection matrix of the current view (Pass:setProjection).
View mat4 The view matrix of the current view (Pass:setViewPose).
ViewProjection mat4 The projection matrix multiplied with the view matrix.
InverseProjection mat4 The inverse of the projection matrix.
Transform mat4 The model matrix (includes transform stack and draw transform).
NormalMatrix mat3 Transforms normal vectors from local space to world space.
ClipFromLocal mat4 Transforms from local space to clip space (Projection * View * Transform).
ClipFromWorld mat4 Transforms from world space to clip space (Projection * View).
ClipFromView mat4 Transforms from view space to clip space (Projection).
ViewFromLocal mat4 Transforms from local space to view space (View * Transform).
ViewFromWorld mat4 Transforms from world space to view space (View).
ViewFromClip mat4 Transforms from clip space to view space (InverseProjection).
WorldFromLocal mat4 Transforms from local space to world space (Transform).
WorldFromView mat4 Transforms from view space to world space (inverse(View)).
WorldFromClip mat4 Transforms from clip space to world space (inverse(ViewProjection)).
PassColor vec4 The color set with Pass:setColor.
The following built-in variables and macros are available only in fragment shaders:
Name Type Notes
PositionWorld vec3 The position of the pixel, in world space.
Normal vec3 The normal vector of the pixel, in world space.
Color vec4 The vertex, material, and pass colors multiplied together.
UV vec2 The texture coordinate of the current pixel.
Tangent vec3 The tangent vector of the current pixel, in world space.
TangentMatrix mat3 The tangent matrix, used for normal mapping.
The properties of the active material, set using `Pass:setMaterial`, can be accessed in vertex and fragment shaders. Textures can be sampled using the `getPixel` helper function. The `Material` and `lovr.graphics.newMaterial` pages have more info on these properties.
Name Type Notes
Material.color vec4 The material color.
Material.glow vec4 The material glow color (alpha is glow strength).
Material.uvShift vec2 The material UV shift.
Material.uvScale vec2 The material UV scale.
Material.metalness float The material metalness.
Material.roughness float The material roughness.
Material.clearcoat float The material clearcoat factor.
Material.clearcoatRoughness float The roughness of the clearcoat layer.
Material.occlusionStrength float The strength of the occlusion texture.
Material.normalScale float The strength of the normal map texture.
Material.alphaCutoff float The alpha cutoff.
ColorTexture texture2D The color texture.
GlowTexture texture2D The glow texture.
OcclusionTexture texture2D The ambient occlusion texture.
MetalnessTexture texture2D The metalness texture.
RoughnessTexture texture2D The roughness texture.
ClearcoatTexture texture2D The clearcoat texture.
NormalTexture texture2D The normal map.
Shader Inputs --- It's also possible to send values or objects from Lua to a Shader. There are a few different ways to do this, each with their own tradeoffs (speed, size, ease of use, etc.). ### Constants Shaders can declare constants, which can be booleans, numbers, vectors, or matrices. There is a very limited amount of space for constants (usually 128 or 256 bytes, depends on the GPU), but they are very easy and inexpensive to update. Constants are declared in shader code in a `Constants` block, then individual constants are modified from Lua using `Pass:send`: function lovr.load() shader = lovr.graphics.newShader('unlit', [[ Constants { vec4 color1; vec4 color2; }; // Apply a vertical gradient using the 2 colors from the constants: vec4 lovrmain() { return mix(color1, color2, dot(Normal, vec3(0, 1, 0)) * .5 + .5); } ]]) end function lovr.draw(pass) pass:setShader(shader) pass:send('color1', { 1, 0, 1, 1 }) pass:send('color2', { 0, 1, 1, 1 }) pass:sphere(0, 1.7, -2) end The vertex and fragment stages share the constants block, so they should match or one should be a subset of the other. When the active shader is changed, constants will be preserved. ### Vertex Attributes Vertex attributes are the data for each vertex of a mesh. They should be used for data that varies on a per-vertex basis. Attributes have a name, a type, and a location (an integer ID). LÖVR uses the following default vertex attributes for shapes and meshes:
Name Type Location
VertexPosition vec4 10
VertexNormal vec3 11
VertexUV vec2 12
VertexColor vec4 13
VertexTangent vec3 14
Custom vertex attributes can be declared for locations 0 through 9: layout(location = 3) in vec3 customAttribute; The data in a buffer can then be associated with the attribute, either by name: vertices = lovr.graphics.newBuffer(vertexCount, { { type = 'vec3', name = 'customAttribute' } }) Or by location: vertices = lovr.graphics.newBuffer(vertexCount, { { type = 'vec3', location = 3 } }) ### Buffers Shaders can access data in `Buffer` objects. Buffers can store large arrays of data from Lua tables or Blobs. The GPU can also write to buffers using compute shaders. Data in buffers can be accessed in 2 ways: - **Uniform** buffers have a smaller size limit, may be faster, and are read-only in shaders. - **Storage** buffers have a large size limit, may be slower, and compute shaders can write to them. First, the buffer should be declared in the shader. Here's an example declaring a uniform buffer: layout(set = 2, binding = 0) uniform Colors { vec4 colors[100]; }; And an example storage buffer: layout(set = 2, binding = 0) buffer Colors { vec4 colors[100]; }; The first part declares the set and binding of the variable. Right now the set should always be 2 (LÖVR uses set 0 and 1 internally). The binding is a number that can be used to identify the variable. After that, `uniform` or `buffer` is used to declare which type of buffer it is, followed by the name of the variable. Finally, there is a block declaring the format of the data in the buffer, which should match the format used to create the Buffer in Lua (structs can be used if the buffer has multiple fields per element). A Buffer can be sent to one of the above variables like this: -- palette is a table with 100 colors in it buffer = lovr.graphics.newBuffer('vec4', palette) -- bind it to the shader later pass:send('Colors', buffer) The shader can then use the `colors` array to access the data from the `palette` table. It's possible to bind a subset of a buffer to the shader by passing the range as extra arguments to `Pass:send`. ### Textures Shaders can also access data from `Texture` objects. Similar to buffers, textures can be accessed in 2 ways: - Sampled textures are read-only, and can use `Sampler` objects. - Storage textures can be written to using compute shaders. Sampled textures are declared like this: layout(set = 2, binding = 0) uniform texture2D myTexture; The texture type can be `texture2D`, `textureCube`, `texture2DArray`, or `texture3D` (see `TextureType`). Storage textures are declared like this: layout(set = 2, binding = 0) uniform image2D myImage; A texture can be sent to the shader variable using `Pass:send`. The `getPixel` helper function can be used to sample from a texture: getPixel(myTexture, UV) This will sample from the texture using the UV coordinates and the default sampler set using `Pass:setSampler`. It's the same as writing this for 2D textures: texture(sampler2D(myTexture, Sampler), UV) It's also possible to declare a custom sampler variable and use it to sample textures: layout(set = 2, binding = 0) uniform sampler mySampler; // texture(sampler2D(myTexture, mySampler), UV) A `Sampler` object can be sent to the shader using `Pass:send`, similar to buffers and textures.