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- .. _doc_converting_glsl_to_godot_shaders:
- Converting GLSL to Godot shaders
- ================================
- 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``. Each shaders' page in the shader reference section
- of the documentation comes with a complete list of its vertex attributes.
- 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``.
- Macros
- ^^^^^^
- The :ref:`Godot shader preprocessor<doc_shader_preprocessor>` supports the following macros:
- * ``#define`` / ``#undef``
- * ``#if``, ``#elif``, ``#else``, ``#endif``, ``defined()``, ``#ifdef``, ``#ifndef``
- * ``#include`` (only ``.gdshaderinc`` files and with a maximum depth of 25)
- * ``#pragma disable_preprocessor``, which disables preprocessing for the rest of the file
- 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>`.
|