Shading language¶
Introduction¶
Godot uses a simplified shader language (almost a subset of GLSL). Shaders can be used for:
- Materials
- Post-Processing
- 2D
and are divided in Vertex, Fragment and Light sections.
Language¶
Typing¶
The language is statically type and supports only a few operations. Arrays, classes, structures, etc are not supported. Several built-in datatypes are provided:
Data types¶
DataType | Description |
---|---|
void | Void |
bool | boolean (true or false) |
float | floating point |
vec2 | 2-component vector, float subindices (x,y or r,g ) |
vec3 | 3-component vector, float subindices (x,y,z or r,g,b ) |
vec4, color | 4-component vector, float subindices (x,y,z,w or r,g,b,a ) |
mat2 | 2x2 matrix, vec3 subindices (x,y) |
mat3 | 3x3 matrix, vec3 subindices (x,y,z) |
mat4 | 4x4 matrix, vec4 subindices (x,y,z,w) |
texture | texture sampler, can only be used as uniform |
cubemap | cubemap sampler, can only be used as uniform |
Syntax¶
The syntax is similar to C, with statements ending with ;
and comments
as //
and /* */
. Example:
float a = 3;
vec3 b;
b.x = a;
Swizzling¶
It is possible to use swizzling to reassigning subindices or groups of subindices, in order:
vec3 a = vec3(1,2,3);
vec3 b = a.zyx; // b will contain vec3(3,2,1)
vec2 c = a.xy; // c will contain vec2(1,2)
vec4 d = a.xyzz; // d will contain vec4(1,2,3,3)
Constructors¶
Constructors take the regular amount of elements, but can also accept less if the element has more subindices, for example:
vec3 a = vec3(1,vec2(2,3));
vec3 b = vec3(a);
vec3 c = vec3(vec2(2,3),1);
vec4 d = vec4(a,5);
mat3 m = mat3(a,b,c);
Uniforms¶
A variable can be declared as uniform. In this case, its value will come from outside the shader (it will be the responsibility of the material or whatever using the shader to provide it).
uniform vec3 direction;
uniform color tint;
vec3 result = tint.rgb * direction;
Functions¶
Simple support for functions is provided. Functions can’t access uniforms or other shader variables.
vec3 addtwo(vec3 a, vec3 b) {
return a+b;
}
vec3 c = addtwo(vec3(1,1,1), vec3(2,2,2));
Built-in functions¶
Several built-in functions are provided for convenience, listed as follows:
Function | Description |
---|---|
float sin ( float ) | Sine |
float cos ( float ) | Cosine |
float tan ( float ) | Tangent |
float asin ( float ) | arc-Sine |
float acos ( float ) | arc-Cosine |
float atan ( float ) | arc-Tangent |
vec_type pow ( vec_type, float ) | Power |
vec_type pow ( vec_type, vec_type ) | Power (Vec. Exponent) |
vec_type exp ( vec_type ) | Base-e Exponential |
vec_type log ( vec_type ) | Natural Logarithm |
vec_type sqrt ( vec_type ) | Square Root |
vec_type abs ( vec_type ) | Absolute |
vec_type sign ( vec_type ) | Sign |
vec_type floor ( vec_type ) | Floor |
vec_type trunc ( vec_type ) | Trunc |
vec_type ceil ( vec_type ) | Ceiling |
vec_type fract ( vec_type ) | Fractional |
vec_type mod ( vec_type,vec_type ) | Remainder |
vec_type min ( vec_type,vec_type ) | Minimum |
vec_type max ( vec_type,vec_type ) | Maximum |
vec_type clamp ( vec_type value,vec_type min, vec_type max ) | Clamp to Min-Max |
vec_type mix ( vec_type a,vec_type b, float c ) | Linear Interpolate |
vec_type mix ( vec_type a,vec_type b, vec_type c ) | Linear Interpolate (Vector Coef.) |
vec_type step ( vec_type a,vec_type b) | ` a[i] < b[i] ? 0.0 : 1.0` |
vec_type smoothstep ( vec_type a,vec_type b,vec_type c) | |
float length ( vec_type ) | Vector Length |
float distance ( vec_type, vec_type ) | Distance between vector. |
float dot ( vec_type, vec_type ) | Dot Product |
vec3 cross ( vec3, vec3 ) | Cross Product |
vec_type normalize ( vec_type ) | Normalize to unit length |
vec3 reflect ( vec3, vec3 ) | Reflect |
color tex ( texture, vec2 ) | Read from a texture in normalized coords |
color texcube ( texture, vec3 ) | Read from a cubemap |
color texscreen ( vec2 ) | Read from screen (generates a copy) |
Built-in variables¶
Depending on the shader type, several built-in variables are available, listed as follows:
Material (3D) - VertexShader¶
Variable | Description |
---|---|
const vec3 SRC_VERTEX | Model-Space Vertex |
const vec3 SRC_NORMAL | Model-Space Normal |
const vec3 SRC_TANGENT | Model-Space Tangent |
const float SRC_BINORMALF | Direction to Compute Binormal |
vec3 VERTEX | View-Space Vertex |
vec3 NORMAL | View-Space Normal |
vec3 TANGENT | View-Space Tangent |
vec3 BINORMAL | View-Space Binormal |
vec2 UV | UV |
vec2 UV2 | UV2 |
color COLOR | Vertex Color |
out vec4 VAR1 | Varying 1 Output |
out vec4 VAR2 | Varying 2 Output |
out float SPEC_EXP | Specular Exponent (for Vertex Lighting) |
out float POINT_SIZE | Point Size (for points) |
const mat4 WORLD_MATRIX | Object World Matrix |
const mat4 INV_CAMERA_MATRIX | Inverse Camera Matrix |
const mat4 PROJECTION_MATRIX | Projection Matrix |
const mat4 MODELVIEW_MATRIX | (InvCamera * Projection) |
const float INSTANCE_ID | Instance ID (for multimesh) |
const float TIME | Time (in seconds) |
Material (3D) - FragmentShader¶
Variable | Description |
---|---|
const vec3 VERTEX | View-Space vertex |
const vec4 POSITION | View-Space Position |
const vec3 NORMAL | View-Space Normal |
const vec3 TANGENT | View-Space Tangent |
const vec3 BINORMAL | View-Space Binormal |
const vec3 NORMALMAP | Alternative to NORMAL, use for normal texture output. |
const vec3 NORMALMAP_DEPTH | Complementary to the above, allows changing depth of normalmap. |
const vec2 UV | UV |
const vec2 UV2 | UV2 |
const color COLOR | Vertex Color |
const vec4 VAR1 | Varying 1 |
const vec4 VAR2 | Varying 2 |
const vec2 SCREEN_UV | Screen Texture Coordinate (for using with texscreen) |
const float TIME | Time (in seconds) |
const vec2 POINT_COORD | UV for point, when drawing point sprites. |
out vec3 DIFFUSE | Diffuse Color |
out vec4 DIFFUSE_ALPHA | Diffuse Color with Alpha (using this sends geometry to alpha pipeline) |
out vec3 SPECULAR | Specular Color |
out vec3 EMISSION | Emission Color |
out float SPEC_EXP | Specular Exponent (Fragment Version) |
out float GLOW | Glow |
out mat4 INV_CAMERA_MATRIX | Inverse camera matrix, can be used to obtain world coords (see example below). |
Material (3D) - LightShader¶
Variable | Description |
---|---|
const vec3 NORMAL | View-Space normal |
const vec3 LIGHT_DIR | View-Space Light Direction |
const vec3 EYE_VEC | View-Space Eye-Point Vector |
const vec3 DIFFUSE | Material Diffuse Color |
const vec3 LIGHT_DIFFUSE | Light Diffuse Color |
const vec3 SPECULAR | Material Specular Color |
const vec3 LIGHT_SPECULAR | Light Specular Color |
const float SPECULAR_EXP | Specular Exponent |
const vec1 SHADE_PARAM | Generic Shade Parameter |
const vec2 POINT_COORD | Current UV for Point Sprite |
out vec2 LIGHT | Resulting Light |
const float TIME | Time (in seconds) |
CanvasItem (2D) - VertexShader¶
Variable | Description |
---|---|
const vec2 SRC_VERTEX | CanvasItem space vertex. |
vec2 UV | UV |
out vec2 VERTEX | Output LocalSpace vertex. |
out vec2 WORLD_VERTEX | Output WorldSpace vertex. (use this or the one above) |
color COLOR | Vertex Color |
out vec4 VAR1 | Varying 1 Output |
out vec4 VAR2 | Varying 2 Output |
out float POINT_SIZE | Point Size (for points) |
const mat4 WORLD_MATRIX | Object World Matrix |
const mat4 EXTRA_MATRIX | Extra (user supplied) matrix via CanvasItem.draw_set_transform(). Identity by default. |
const mat4 PROJECTION_MATRIX | Projection Matrix (model coords to screen). |
const float TIME | Time (in seconds) |
const bool AT_LIGHT_PASS | Whether the shader is being run for a lighting pass (happens per affecting light) |
CanvasItem (2D) - FragmentShader¶
Variable | Description |
---|---|
const vec4 SRC_COLOR | Vertex color |
const vec4 POSITION | Screen Position |
vec2 UV | UV |
out color COLOR | Output Color |
out vec3 NORMAL | Optional Normal (used for 2D Lighting) |
out vec3 NORMALMAP | Optional Normal in standard normalmap format (flipped y and Z from 0 to 1) |
out float NORMALMAP_DEPTH | Depth option for above normalmap output, default value is 1.0 |
const texture TEXTURE | Current texture in use for CanvasItem |
const vec2 TEXTURE_PIXEL_SIZE | Pixel size for current 2D texture |
in vec4 VAR1 | Varying 1 Output |
in vec4 VAR2 | Varying 2 Output |
const vec2 SCREEN_UV | Screen Texture Coordinate (for using with texscreen) |
const vec2 POINT_COORD | Current UV for Point Sprite |
const float TIME | Time (in seconds) |
const bool AT_LIGHT_PASS | Whether the shader is being run for a lighting pass (happens per affecting light) |
CanvasItem (2D) - LightShader¶
Variable | Description |
---|---|
const vec4 POSITION | Screen Position |
in vec3 NORMAL | Input Normal |
in vec2 UV | UV |
in color COLOR | Input Color |
const texture TEXTURE | Current texture in use for CanvasItem |
const vec2 TEXTURE_PIXEL_SIZE | Pixel size for current 2D texture |
in vec4 VAR1 | Varying 1 Output |
in vec4 VAR2 | Varying 2 Output |
const vec2 SCREEN_UV | Screen Texture Coordinate (for using with texscreen) |
const vec2 POINT_COORD | Current UV for Point Sprite |
const float TIME | Time (in seconds) |
vec2 LIGHT_VEC | Vector from light to fragment, can be modified to alter shadow computation. |
const float LIGHT_HEIGHT | Height of Light |
const color LIGHT_COLOR | Color of Light |
const color LIGHT_SHADOW_COLOR | Color of Light shadow |
vec2 LIGHT_UV | UV for light image |
color SHADOW | Light shadow color override |
out vec4 LIGHT | Light Output (shader is ignored if this is not used) |
Examples¶
Material that reads a texture, a color and multiples them, fragment program:
uniform color modulate;
uniform texture source;
DIFFUSE = modulate.rgb * tex(source, UV).rgb;
Material that glows from red to white:
DIFFUSE = vec3(1,0,0) + vec3(1,1,1) * mod(TIME, 1.0);
Standard Blinn Lighting Shader
float NdotL = max(0.0, dot(NORMAL, LIGHT_DIR));
vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);
float eye_light = max(dot(NORMAL, half_vec), 0.0);
LIGHT = LIGHT_DIFFUSE + DIFFUSE + NdotL;
if (NdotL > 0.0) {
LIGHT += LIGHT_SPECULAR + SPECULAR + pow(eye_light, SPECULAR_EXP);
};
Obtaining world-space normal and position in material fragment program:
// Use reverse multiply because INV_CAMERA_MATRIX is world2cam
vec4 invcamx = INV_CAMERA_MATRIX.x;
vec4 invcamy = INV_CAMERA_MATRIX.y;
vec4 invcamz = INV_CAMERA_MATRIX.z;
vec4 invcamw = INV_CAMERA_MATRIX.w;
mat3 invcam = mat3(invcamx.xyz, invcamy.xyz, invcamz.xyz);
vec3 world_normal = NORMAL * invcam;
vec3 world_pos = (VERTEX - invcamw.xyz) * invcam;
Notes¶
- Do not use DIFFUSE_ALPHA unless you really intend to use transparency. Transparent materials must be sorted by depth and slow down the rendering pipeline. For opaque materials, just use DIFFUSE.
- Do not use DISCARD unless you really need it. Discard makes rendering slower, specially on mobile devices.
- TIME may reset after a while (may last an hour or so), it’s meant for effects that vary over time.
- In general, every built-in variable not used results in less shader code generated, so writing a single giant shader with a lot of code and optional scenarios is often not a good idea.