migrating_to_godot_shader_language.rst 13 KB

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  1. .. _doc_migrating_to_godot_shader_language:
  2. Migrating to Godot's shading language
  3. =====================================
  4. Introduction
  5. ------------
  6. This document explains the differences between Godot's shading language
  7. and GLSL and gives practical advice on how to migrate shaders from other
  8. sources, such as Shadertoy and The Book of Shaders, into Godot shaders.
  9. For detailed information on Godot's shading language, please refer to the :ref:`Shading Language <doc_shading_language>`
  10. reference.
  11. GLSL
  12. ----
  13. Godot uses a shading language based on GLSL with the addition of a few quality-of-life features.
  14. Accordingly, most features available in GLSL are available in Godot's shading language.
  15. Shader programs
  16. ^^^^^^^^^^^^^^^
  17. In GLSL, each shader uses a separate program. You have one program for the vertex shader and one
  18. for the fragment shader. In Godot, you have a single shader that contains a ``vertex`` and/or a
  19. ``fragment`` function. If you only choose to write one, Godot will supply the other.
  20. Godot allows uniform variables and functions to be shared by defining the fragment and vertex
  21. shaders in one file. In GLSL, the vertex and fragment programs cannot share variables except
  22. when varyings are used.
  23. Vertex attributes
  24. ^^^^^^^^^^^^^^^^^
  25. In GLSL, you can pass in per-vertex information using attributes and have the flexibility to
  26. pass in as much or as little as you want. In Godot, you have a set number of input attributes,
  27. including ``VERTEX`` (position), ``COLOR``, ``UV``, ``UV2``, ``NORMAL``. For a complete list,
  28. see the :ref:`Shading language reference <doc_shading_language>`.
  29. gl_Position
  30. ^^^^^^^^^^^
  31. ``gl_Position`` receives the final position of a vertex specified in the vertex shader.
  32. It is specified by the user in clip space. Typically, in GLSL, the model space vertex position
  33. is passed in using a vertex attribute called ``position`` and you handle the
  34. conversion from model space to clip space manually.
  35. In Godot, ``VERTEX`` specifies the vertex position in model space at the beginning of the ``vertex``
  36. function. Godot also handles the final conversion to clip space after the user-defined ``vertex``
  37. function is run. If you want to skip the conversion from model to view space, you can set the
  38. ``render_mode`` to ``skip_vertex_transform``. If you want to skip all transforms, set
  39. ``render_mode`` to ``skip_vertex_transform`` and set the ``PROJECTION_MATRIX`` to ``mat4(1.0)``
  40. in order to nullify the final transform from view space to clip space.
  41. Varyings
  42. ^^^^^^^^
  43. Varyings are a type of variable that can be passed from the vertex shader to the fragment shader. In
  44. modern GLSL (3.0 and up), varyings are defined with the ``in`` and ``out`` keywords. A variable going
  45. out of the vertex shader is defined with ``out`` in the vertex shader and ``in`` inside the fragment shader.
  46. Main
  47. ^^^^
  48. In GLSL, each shader program looks like a self-contained C-style program. Accordingly, the main entry point
  49. is ``main``. If you are copying a vertex shader, rename ``main`` to ``vertex`` and if you are copying a
  50. fragment shader, rename ``main`` to ``fragment``.
  51. Constants
  52. ^^^^^^^^^
  53. Global array constants are not supported in Godot 3.x. You can fake the functionality by using a uniform
  54. initialized to the value, but you will not benefit from the increased speed from using a constant.
  55. Macros
  56. ^^^^^^
  57. In keeping with its similarity to C, GLSL lets you use macros. Commonly ``#define`` is used to define
  58. constants or small functions. There is no straightforward way to translate defines to Godot's shading language.
  59. If it is a function that is defined, then replace with a function, and if it is a constant, then replace with
  60. a uniform. For other macros (``#if``, ``#ifdef``, etc.), there is no equivalent because they run during the
  61. pre-processing stage of compilation.
  62. Variables
  63. ^^^^^^^^^
  64. GLSL has many built-in variables that are hard-coded. These variables are not uniforms, so they
  65. are not editable from the main program.
  66. +---------------------+---------+------------------------+-----------------------------------------------------+
  67. |Variable |Type |Equivalent |Description |
  68. +=====================+=========+========================+=====================================================+
  69. |gl_FragColor |out vec4 |COLOR |Output color for each pixel. |
  70. +---------------------+---------+------------------------+-----------------------------------------------------+
  71. |gl_FragCoord |vec4 |FRAGCOORD |For full screen quads. For smaller quads, use UV. |
  72. +---------------------+---------+------------------------+-----------------------------------------------------+
  73. |gl_Position |vec4 |VERTEX |Position of Vertex, output from Vertex Shader. |
  74. +---------------------+---------+------------------------+-----------------------------------------------------+
  75. |gl_PointSize |float |POINT_SIZE |Size of Point primitive. |
  76. +---------------------+---------+------------------------+-----------------------------------------------------+
  77. |gl_PointCoord |vec2 |POINT_COORD |Position on point when drawing Point primitives. |
  78. +---------------------+---------+------------------------+-----------------------------------------------------+
  79. |gl_FrontFacing |bool |FRONT_FACING |True if front face of primitive. |
  80. +---------------------+---------+------------------------+-----------------------------------------------------+
  81. .. _glsl_coordinates:
  82. Coordinates
  83. ^^^^^^^^^^^
  84. ``gl_FragCoord`` in GLSL and ``FRAGCOORD`` in the Godot shading language use the same coordinate system.
  85. If using UV in Godot, the y-coordinate will be flipped upside down.
  86. Precision
  87. ^^^^^^^^^
  88. In GLSL, you can define the precision of a given type (float or int) at the top of the shader with the
  89. ``precision`` keyword. In Godot, you can set the precision of individual variables as you need by placing
  90. precision qualifiers ``lowp``, ``mediump``, and ``highp`` before the type when defining the variable. For
  91. more information, see the :ref:`Shading Language <doc_shading_language>` reference.
  92. Shadertoy
  93. ---------
  94. `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
  95. create `pure magic <https://www.shadertoy.com/view/4tjGRh>`_.
  96. Shadertoy does not give the user full control over the shader. It handles all
  97. the input and uniforms and only lets the user write the fragment shader.
  98. Types
  99. ^^^^^
  100. Shadertoy uses the webgl spec, so it runs a slightly different version of GLSL. However, it still
  101. has the regular types, including constants and macros.
  102. mainImage
  103. ^^^^^^^^^
  104. The main point of entry to a Shadertoy shader is the ``mainImage`` function. ``mainImage`` has two
  105. parameters, ``fragColor`` and ``fragCoord``, which correspond to ``COLOR`` and ``FRAGCOORD`` in Godot,
  106. respectively. These parameters are handled automatically in Godot, so you do not need to include them
  107. as parameters yourself. Anything in the ``mainImage`` function should be copied into the ``fragment``
  108. function when porting to Godot.
  109. Variables
  110. ^^^^^^^^^
  111. In order to make writing fragment shaders straightforward and easy, Shadertoy handles passing a lot
  112. of helpful information from the main program into the fragment shader for you. A few of these
  113. have no equivalents in Godot because Godot has chosen not to make them available by default.
  114. This is okay because Godot gives you the ability to make your own uniforms. For variables whose
  115. equivalents are listed as "Provide with Uniform", users are responsible for creating that
  116. uniform themselves. The description gives the reader a hint about what they can pass in as a substitute.
  117. +---------------------+---------+------------------------+-----------------------------------------------------+
  118. |Variable |Type |Equivalent |Description |
  119. +=====================+=========+========================+=====================================================+
  120. |fragColor |out vec4 |COLOR |Output color for each pixel. |
  121. +---------------------+---------+------------------------+-----------------------------------------------------+
  122. |fragCoord |vec2 |FRAGCOORD.xy |For full screen quads. For smaller quads, use UV. |
  123. +---------------------+---------+------------------------+-----------------------------------------------------+
  124. |iResolution |vec3 |1.0 / SCREEN_PIXEL_SIZE |Can also pass in manually. |
  125. +---------------------+---------+------------------------+-----------------------------------------------------+
  126. |iTime |float |TIME |Time since shader started. |
  127. +---------------------+---------+------------------------+-----------------------------------------------------+
  128. |iTimeDelta |float |Provide with Uniform |Time to render previous frame. |
  129. +---------------------+---------+------------------------+-----------------------------------------------------+
  130. |iFrame |float |Provide with Uniform |Frame number. |
  131. +---------------------+---------+------------------------+-----------------------------------------------------+
  132. |iChannelTime[4] |float |Provide with Uniform |Time since that particular texture started. |
  133. +---------------------+---------+------------------------+-----------------------------------------------------+
  134. |iMouse |vec4 |Provide with Uniform |Mouse position in pixel coordinates. |
  135. +---------------------+---------+------------------------+-----------------------------------------------------+
  136. |iDate |vec4 |Provide with Uniform |Current date, expressed in seconds. |
  137. +---------------------+---------+------------------------+-----------------------------------------------------+
  138. |iChannelResolution[4]|vec3 |1.0 / TEXTURE_PIXEL_SIZE|Resolution of particular texture. |
  139. +---------------------+---------+------------------------+-----------------------------------------------------+
  140. |iChanneli |Sampler2D|TEXTURE |Godot provides only one built-in; user can make more.|
  141. +---------------------+---------+------------------------+-----------------------------------------------------+
  142. Coordinates
  143. ^^^^^^^^^^^
  144. ``fragCoord`` behaves the same as ``gl_FragCoord`` in :ref:`GLSL <glsl_coordinates>` and ``FRAGCOORD`` in Godot.
  145. The Book of Shaders
  146. -------------------
  147. Similar to Shadertoy, `The Book of Shaders <https://thebookofshaders.com>`_ provides access to a fragment
  148. shader in the web browser, with which the user may interact. The user is restricted to writing fragment
  149. shader code with a set list of uniforms passed in and with no ability to add additional uniforms.
  150. For further help on porting shaders to various frameworks generally, The Book of Shaders provides
  151. a `page <https://thebookofshaders.com/04>`_ on running shaders in various frameworks.
  152. Types
  153. ^^^^^
  154. The Book of Shaders uses the webgl spec, so it runs a slightly different version of GLSL. However, it still
  155. has the regular types, including constants and macros.
  156. Main
  157. ^^^^
  158. The entry point for a Book of Shaders fragment shader is ``main``, just like in GLSL. Everything written in
  159. a Book of Shaders ``main`` function should be copied into Godot's ``fragment`` function.
  160. Variables
  161. ^^^^^^^^^
  162. The Book of Shaders sticks closer to plain GLSL than Shadertoy does. It also implements fewer uniforms than
  163. Shadertoy.
  164. +---------------------+---------+------------------------+-----------------------------------------------------+
  165. |Variable |Type |Equivalent |Description |
  166. +=====================+=========+========================+=====================================================+
  167. |gl_FragColor |out vec4 |COLOR |Output color for each pixel. |
  168. +---------------------+---------+------------------------+-----------------------------------------------------+
  169. |gl_FragCoord |vec4 |FRAGCOORD |For full screen quads. For smaller quads, use UV. |
  170. +---------------------+---------+------------------------+-----------------------------------------------------+
  171. |u_resolution |vec2 |1.0 / SCREEN_PIXEL_SIZE |Can also pass in manually. |
  172. +---------------------+---------+------------------------+-----------------------------------------------------+
  173. |u_time |float |TIME |Time since shader started. |
  174. +---------------------+---------+------------------------+-----------------------------------------------------+
  175. |u_mouse |vec2 |Provide with Uniform |Mouse position in pixel coordinates. |
  176. +---------------------+---------+------------------------+-----------------------------------------------------+
  177. Coordinates
  178. ^^^^^^^^^^^
  179. The Book of Shaders uses the same coordinate system as :ref:`GLSL <glsl_coordinates>`.