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- .. _doc_migrating_to_godot_shader_language:
- Migrating to Godot's shading language
- =====================================
- Introduction
- ------------
- This document explains the differences between Godot's shading language
- and GLSL and gives practical advice on how to migrate shaders from other
- sources, such as Shadertoy and The Book of Shaders, into Godot shaders.
- For detailed information on Godot's shading language, please refer to the :ref:`Shading Language <doc_shading_language>`
- reference.
- GLSL
- ----
- Godot uses a shading language based on GLSL with the addition of a few quality-of-life features.
- Accordingly, most features available in GLSL are available in Godot's shading language.
- Shader programs
- ^^^^^^^^^^^^^^^
- In GLSL, each shader uses a separate program. You have one program for the vertex shader and one
- for the fragment shader. In Godot, you have a single shader that contains a ``vertex`` and/or a
- ``fragment`` function. If you only choose to write one, Godot will supply the other.
- Godot allows uniform variables and functions to be shared by defining the fragment and vertex
- shaders in one file. In GLSL, the vertex and fragment programs cannot share variables except
- when varyings are used.
- Vertex attributes
- ^^^^^^^^^^^^^^^^^
- In GLSL, you can pass in per-vertex information using attributes and have the flexibility to
- pass in as much or as little as you want. In Godot, you have a set number of input attributes,
- including ``VERTEX`` (position), ``COLOR``, ``UV``, ``UV2``, ``NORMAL``. For a complete list,
- see the :ref:`Shading language reference <doc_shading_language>`.
- gl_Position
- ^^^^^^^^^^^
- ``gl_Position`` receives the final position of a vertex specified in the vertex shader.
- It is specified by the user in clip space. Typically, in GLSL, the model space vertex position
- is passed in using a vertex attribute called ``position`` and you handle the
- conversion from model space to clip space manually.
- In Godot, ``VERTEX`` specifies the vertex position in model space at the beginning of the ``vertex``
- function. Godot also handles the final conversion to clip space after the user-defined ``vertex``
- function is run. If you want to skip the conversion from model to view space, you can set the
- ``render_mode`` to ``skip_vertex_transform``. If you want to skip all transforms, set
- ``render_mode`` to ``skip_vertex_transform`` and set the ``PROJECTION_MATRIX`` to ``mat4(1.0)``
- in order to nullify the final transform from view space to clip space.
- Varyings
- ^^^^^^^^
- Varyings are a type of variable that can be passed from the vertex shader to the fragment shader. In
- modern GLSL (3.0 and up), varyings are defined with the ``in`` and ``out`` keywords. A variable going
- out of the vertex shader is defined with ``out`` in the vertex shader and ``in`` inside the fragment shader.
- Main
- ^^^^
- In GLSL, each shader program looks like a self-contained C-style program. Accordingly, the main entry point
- is ``main``. If you are copying a vertex shader, rename ``main`` to ``vertex`` and if you are copying a
- fragment shader, rename ``main`` to ``fragment``.
- Constants
- ^^^^^^^^^
- Global array constants are not supported in Godot 3.x. You can fake the functionality by using a uniform
- initialized to the value, but you will not benefit from the increased speed from using a constant.
- Macros
- ^^^^^^
- In keeping with its similarity to C, GLSL lets you use macros. Commonly ``#define`` is used to define
- constants or small functions. There is no straightforward way to translate defines to Godot's shading language.
- If it is a function that is defined, then replace with a function, and if it is a constant, then replace with
- a uniform. For other macros (``#if``, ``#ifdef``, etc.), there is no equivalent because they run during the
- pre-processing stage of compilation.
- Variables
- ^^^^^^^^^
- GLSL has many built-in variables that are hard-coded. These variables are not uniforms, so they
- are not editable from the main program.
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |Variable |Type |Equivalent |Description |
- +=====================+=========+========================+=====================================================+
- |gl_FragColor |out vec4 |COLOR |Output color for each pixel. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |gl_FragCoord |vec4 |FRAGCOORD |For full screen quads. For smaller quads, use UV. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |gl_Position |vec4 |VERTEX |Position of Vertex, output from Vertex Shader. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |gl_PointSize |float |POINT_SIZE |Size of Point primitive. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |gl_PointCoord |vec2 |POINT_COORD |Position on point when drawing Point primitives. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |gl_FrontFacing |bool |FRONT_FACING |True if front face of primitive. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- .. _glsl_coordinates:
- Coordinates
- ^^^^^^^^^^^
- ``gl_FragCoord`` in GLSL and ``FRAGCOORD`` in the Godot shading language use the same coordinate system.
- If using UV in Godot, the y-coordinate will be flipped upside down.
- Precision
- ^^^^^^^^^
- In GLSL, you can define the precision of a given type (float or int) at the top of the shader with the
- ``precision`` keyword. In Godot, you can set the precision of individual variables as you need by placing
- precision qualifiers ``lowp``, ``mediump``, and ``highp`` before the type when defining the variable. For
- more information, see the :ref:`Shading Language <doc_shading_language>` reference.
- Shadertoy
- ---------
- `Shadertoy <https://www.shadertoy.com/results?query=&sort=popular&from=10&num=4>`_ is a website that makes it easy to write fragment shaders and
- create `pure magic <https://www.shadertoy.com/view/4tjGRh>`_.
- Shadertoy does not give the user full control over the shader. It handles all
- the input and uniforms and only lets the user write the fragment shader.
- Types
- ^^^^^
- Shadertoy uses the webgl spec, so it runs a slightly different version of GLSL. However, it still
- has the regular types, including constants and macros.
- mainImage
- ^^^^^^^^^
- The main point of entry to a Shadertoy shader is the ``mainImage`` function. ``mainImage`` has two
- parameters, ``fragColor`` and ``fragCoord``, which correspond to ``COLOR`` and ``FRAGCOORD`` in Godot,
- respectively. These parameters are handled automatically in Godot, so you do not need to include them
- as parameters yourself. Anything in the ``mainImage`` function should be copied into the ``fragment``
- function when porting to Godot.
- Variables
- ^^^^^^^^^
- In order to make writing fragment shaders straightforward and easy, Shadertoy handles passing a lot
- of helpful information from the main program into the fragment shader for you. A few of these
- have no equivalents in Godot because Godot has chosen not to make them available by default.
- This is okay because Godot gives you the ability to make your own uniforms. For variables whose
- equivalents are listed as "Provide with Uniform", users are responsible for creating that
- uniform themselves. The description gives the reader a hint about what they can pass in as a substitute.
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |Variable |Type |Equivalent |Description |
- +=====================+=========+========================+=====================================================+
- |fragColor |out vec4 |COLOR |Output color for each pixel. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |fragCoord |vec2 |FRAGCOORD.xy |For full screen quads. For smaller quads, use UV. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |iResolution |vec3 |1.0 / SCREEN_PIXEL_SIZE |Can also pass in manually. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |iTime |float |TIME |Time since shader started. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |iTimeDelta |float |Provide with Uniform |Time to render previous frame. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |iFrame |float |Provide with Uniform |Frame number. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |iChannelTime[4] |float |Provide with Uniform |Time since that particular texture started. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |iMouse |vec4 |Provide with Uniform |Mouse position in pixel coordinates. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |iDate |vec4 |Provide with Uniform |Current date, expressed in seconds. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |iChannelResolution[4]|vec3 |1.0 / TEXTURE_PIXEL_SIZE|Resolution of particular texture. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |iChanneli |Sampler2D|TEXTURE |Godot provides only one built-in; user can make more.|
- +---------------------+---------+------------------------+-----------------------------------------------------+
- Coordinates
- ^^^^^^^^^^^
- ``fragCoord`` behaves the same as ``gl_FragCoord`` in :ref:`GLSL <glsl_coordinates>` and ``FRAGCOORD`` in Godot.
- The Book of Shaders
- -------------------
- Similar to Shadertoy, `The Book of Shaders <https://thebookofshaders.com>`_ provides access to a fragment
- shader in the web browser, with which the user may interact. The user is restricted to writing fragment
- shader code with a set list of uniforms passed in and with no ability to add additional uniforms.
- For further help on porting shaders to various frameworks generally, The Book of Shaders provides
- a `page <https://thebookofshaders.com/04>`_ on running shaders in various frameworks.
- Types
- ^^^^^
- The Book of Shaders uses the webgl spec, so it runs a slightly different version of GLSL. However, it still
- has the regular types, including constants and macros.
- Main
- ^^^^
- The entry point for a Book of Shaders fragment shader is ``main``, just like in GLSL. Everything written in
- a Book of Shaders ``main`` function should be copied into Godot's ``fragment`` function.
- Variables
- ^^^^^^^^^
- The Book of Shaders sticks closer to plain GLSL than Shadertoy does. It also implements fewer uniforms than
- Shadertoy.
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |Variable |Type |Equivalent |Description |
- +=====================+=========+========================+=====================================================+
- |gl_FragColor |out vec4 |COLOR |Output color for each pixel. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |gl_FragCoord |vec4 |FRAGCOORD |For full screen quads. For smaller quads, use UV. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |u_resolution |vec2 |1.0 / SCREEN_PIXEL_SIZE |Can also pass in manually. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |u_time |float |TIME |Time since shader started. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- |u_mouse |vec2 |Provide with Uniform |Mouse position in pixel coordinates. |
- +---------------------+---------+------------------------+-----------------------------------------------------+
- Coordinates
- ^^^^^^^^^^^
- The Book of Shaders uses the same coordinate system as :ref:`GLSL <glsl_coordinates>`.
|