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.. _doc_migrating_to_godot_shader_language:
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.. _doc_converting_glsl_to_godot_shaders:
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Migrating to Godot's shading language
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=====================================
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Converting GLSL to Godot shaders
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================================
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Introduction
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------------
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This document explains the differences between Godot's shading language and GLSL
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and gives practical advice on how to migrate shaders from other sources, such as
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Shadertoy and The Book of Shaders, into Godot shaders.
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This document explains the differences between Godot's shading language
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and GLSL and gives practical advice on how to migrate shaders from other
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sources, such as Shadertoy and The Book of Shaders, into Godot shaders.
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For detailed information on Godot's shading language, please refer to the :ref:`Shading Language <doc_shading_language>`
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reference.
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For detailed information on Godot's shading language, please refer to the
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:ref:`Shading Language <doc_shading_language>` reference.
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GLSL
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----
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Godot uses a shading language based on GLSL with the addition of a few quality-of-life features.
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Accordingly, most features available in GLSL are available in Godot's shading language.
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Godot uses a shading language based on GLSL with the addition of a few
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quality-of-life features. Accordingly, most features available in GLSL are
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available in Godot's shading language.
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Shader programs
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^^^^^^^^^^^^^^^
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In GLSL, each shader uses a separate program. You have one program for the vertex shader and one
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for the fragment shader. In Godot, you have a single shader that contains a ``vertex`` and/or a
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``fragment`` function. If you only choose to write one, Godot will supply the other.
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In GLSL, each shader uses a separate program. You have one program for the
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vertex shader and one for the fragment shader. In Godot, you have a single
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shader that contains a ``vertex`` and/or a ``fragment`` function. If you only
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choose to write one, Godot will supply the other.
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Godot allows uniform variables and functions to be shared by defining the fragment and vertex
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shaders in one file. In GLSL, the vertex and fragment programs cannot share variables except
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when varyings are used.
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Godot allows uniform variables and functions to be shared by defining the
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fragment and vertex shaders in one file. In GLSL, the vertex and fragment
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programs cannot share variables except when varyings are used.
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Vertex attributes
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^^^^^^^^^^^^^^^^^
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In GLSL, you can pass in per-vertex information using attributes and have the flexibility to
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pass in as much or as little as you want. In Godot, you have a set number of input attributes,
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including ``VERTEX`` (position), ``COLOR``, ``UV``, ``UV2``, ``NORMAL``. For a complete list,
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see the :ref:`Shading language reference <doc_shading_language>`.
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In GLSL, you can pass in per-vertex information using attributes and have the
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flexibility to pass in as much or as little as you want. In Godot, you have a
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set number of input attributes, including ``VERTEX`` (position), ``COLOR``,
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``UV``, ``UV2``, ``NORMAL``. For a complete list, see the :ref:`Shading language
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reference <doc_shading_language>`.
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gl_Position
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^^^^^^^^^^^
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``gl_Position`` receives the final position of a vertex specified in the vertex shader.
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It is specified by the user in clip space. Typically, in GLSL, the model space vertex position
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is passed in using a vertex attribute called ``position`` and you handle the
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conversion from model space to clip space manually.
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``gl_Position`` receives the final position of a vertex specified in the vertex
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shader. It is specified by the user in clip space. Typically, in GLSL, the model
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space vertex position is passed in using a vertex attribute called ``position``
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and you handle the conversion from model space to clip space manually.
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In Godot, ``VERTEX`` specifies the vertex position in model space at the beginning of the ``vertex``
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function. Godot also handles the final conversion to clip space after the user-defined ``vertex``
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function is run. If you want to skip the conversion from model to view space, you can set the
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``render_mode`` to ``skip_vertex_transform``. If you want to skip all transforms, set
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``render_mode`` to ``skip_vertex_transform`` and set the ``PROJECTION_MATRIX`` to ``mat4(1.0)``
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in order to nullify the final transform from view space to clip space.
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In Godot, ``VERTEX`` specifies the vertex position in model space at the
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beginning of the ``vertex`` function. Godot also handles the final conversion to
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clip space after the user-defined ``vertex`` function is run. If you want to
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skip the conversion from model to view space, you can set the ``render_mode`` to
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``skip_vertex_transform``. If you want to skip all transforms, set
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``render_mode`` to ``skip_vertex_transform`` and set the ``PROJECTION_MATRIX``
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to ``mat4(1.0)`` in order to nullify the final transform from view space to clip
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space.
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Varyings
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^^^^^^^^
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Varyings are a type of variable that can be passed from the vertex shader to the fragment shader. In
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modern GLSL (3.0 and up), varyings are defined with the ``in`` and ``out`` keywords. A variable going
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out of the vertex shader is defined with ``out`` in the vertex shader and ``in`` inside the fragment shader.
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Varyings are a type of variable that can be passed from the vertex shader to the
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fragment shader. In modern GLSL (3.0 and up), varyings are defined with the
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``in`` and ``out`` keywords. A variable going out of the vertex shader is
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defined with ``out`` in the vertex shader and ``in`` inside the fragment shader.
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Main
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^^^^
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In GLSL, each shader program looks like a self-contained C-style program. Accordingly, the main entry point
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is ``main``. If you are copying a vertex shader, rename ``main`` to ``vertex`` and if you are copying a
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fragment shader, rename ``main`` to ``fragment``.
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In GLSL, each shader program looks like a self-contained C-style program.
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Accordingly, the main entry point is ``main``. If you are copying a vertex
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shader, rename ``main`` to ``vertex`` and if you are copying a fragment shader,
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rename ``main`` to ``fragment``.
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Macros
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^^^^^^
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In keeping with its similarity to C, GLSL lets you use macros. Commonly ``#define`` is used to define
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constants or small functions. There is no straightforward way to translate defines to Godot's shading language.
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If it is a function that is defined, then replace with a function, and if it is a constant, then replace with
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a uniform. For other macros (``#if``, ``#ifdef``, etc.), there is no equivalent because they run during the
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pre-processing stage of compilation.
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In keeping with its similarity to C, GLSL lets you use macros. Commonly
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``#define`` is used to define constants or small functions. There is no
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straightforward way to translate defines to Godot's shading language. If it is a
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function that is defined, then replace with a function, and if it is a constant,
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then replace with a uniform. For other macros (``#if``, ``#ifdef``, etc.), there
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is no equivalent because they run during the pre-processing stage of
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compilation.
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Variables
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^^^^^^^^^
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GLSL has many built-in variables that are hard-coded. These variables are not uniforms, so they
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are not editable from the main program.
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GLSL has many built-in variables that are hard-coded. These variables are not
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uniforms, so they are not editable from the main program.
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+---------------------+---------+------------------------+-----------------------------------------------------+
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|Variable |Type |Equivalent |Description |
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@@ -103,21 +109,25 @@ are not editable from the main program.
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Coordinates
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^^^^^^^^^^^
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``gl_FragCoord`` in GLSL and ``FRAGCOORD`` in the Godot shading language use the same coordinate system.
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If using UV in Godot, the y-coordinate will be flipped upside down.
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``gl_FragCoord`` in GLSL and ``FRAGCOORD`` in the Godot shading language use the
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same coordinate system. If using UV in Godot, the y-coordinate will be flipped
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upside down.
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Precision
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^^^^^^^^^
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In GLSL, you can define the precision of a given type (float or int) at the top of the shader with the
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``precision`` keyword. In Godot, you can set the precision of individual variables as you need by placing
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precision qualifiers ``lowp``, ``mediump``, and ``highp`` before the type when defining the variable. For
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more information, see the :ref:`Shading Language <doc_shading_language>` reference.
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In GLSL, you can define the precision of a given type (float or int) at the top
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of the shader with the ``precision`` keyword. In Godot, you can set the
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precision of individual variables as you need by placing precision qualifiers
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``lowp``, ``mediump``, and ``highp`` before the type when defining the variable.
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For more information, see the :ref:`Shading Language <doc_shading_language>`
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reference.
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Shadertoy
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---------
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`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
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`Shadertoy <https://www.shadertoy.com/results?query=&sort=popular&from=10&num=4>`_
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is a website that makes it easy to write fragment shaders and
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create `pure magic <https://www.shadertoy.com/view/4tjGRh>`_.
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Shadertoy does not give the user full control over the shader. It handles all
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@@ -126,27 +136,30 @@ the input and uniforms and only lets the user write the fragment shader.
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Types
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^^^^^
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Shadertoy uses the webgl spec, so it runs a slightly different version of GLSL. However, it still
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has the regular types, including constants and macros.
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Shadertoy uses the webgl spec, so it runs a slightly different version of GLSL.
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However, it still has the regular types, including constants and macros.
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mainImage
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^^^^^^^^^
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The main point of entry to a Shadertoy shader is the ``mainImage`` function. ``mainImage`` has two
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parameters, ``fragColor`` and ``fragCoord``, which correspond to ``COLOR`` and ``FRAGCOORD`` in Godot,
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respectively. These parameters are handled automatically in Godot, so you do not need to include them
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as parameters yourself. Anything in the ``mainImage`` function should be copied into the ``fragment``
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function when porting to Godot.
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The main point of entry to a Shadertoy shader is the ``mainImage`` function.
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``mainImage`` has two parameters, ``fragColor`` and ``fragCoord``, which
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correspond to ``COLOR`` and ``FRAGCOORD`` in Godot, respectively. These
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parameters are handled automatically in Godot, so you do not need to include
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them as parameters yourself. Anything in the ``mainImage`` function should be
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copied into the ``fragment`` function when porting to Godot.
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Variables
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^^^^^^^^^
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In order to make writing fragment shaders straightforward and easy, Shadertoy handles passing a lot
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of helpful information from the main program into the fragment shader for you. A few of these
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have no equivalents in Godot because Godot has chosen not to make them available by default.
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This is okay because Godot gives you the ability to make your own uniforms. For variables whose
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equivalents are listed as "Provide with Uniform", users are responsible for creating that
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uniform themselves. The description gives the reader a hint about what they can pass in as a substitute.
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In order to make writing fragment shaders straightforward and easy, Shadertoy
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handles passing a lot of helpful information from the main program into the
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fragment shader for you. A few of these have no equivalents in Godot because
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Godot has chosen not to make them available by default. This is okay because
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Godot gives you the ability to make your own uniforms. For variables whose
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equivalents are listed as "Provide with Uniform", users are responsible for
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creating that uniform themselves. The description gives the reader a hint about
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what they can pass in as a substitute.
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+---------------------+---------+------------------------+-----------------------------------------------------+
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|Variable |Type |Equivalent |Description |
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@@ -177,36 +190,41 @@ uniform themselves. The description gives the reader a hint about what they can
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Coordinates
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^^^^^^^^^^^
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``fragCoord`` behaves the same as ``gl_FragCoord`` in :ref:`GLSL <glsl_coordinates>` and ``FRAGCOORD`` in Godot.
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``fragCoord`` behaves the same as ``gl_FragCoord`` in :ref:`GLSL
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<glsl_coordinates>` and ``FRAGCOORD`` in Godot.
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The Book of Shaders
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-------------------
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Similar to Shadertoy, `The Book of Shaders <https://thebookofshaders.com>`_ provides access to a fragment
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shader in the web browser, with which the user may interact. The user is restricted to writing fragment
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shader code with a set list of uniforms passed in and with no ability to add additional uniforms.
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Similar to Shadertoy, `The Book of Shaders <https://thebookofshaders.com>`_
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provides access to a fragment shader in the web browser, with which the user may
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interact. The user is restricted to writing fragment shader code with a set list
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of uniforms passed in and with no ability to add additional uniforms.
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For further help on porting shaders to various frameworks generally, The Book of Shaders provides
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a `page <https://thebookofshaders.com/04>`_ on running shaders in various frameworks.
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For further help on porting shaders to various frameworks generally, The Book of
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Shaders provides a `page <https://thebookofshaders.com/04>`_ on running shaders
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in various frameworks.
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Types
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^^^^^
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The Book of Shaders uses the webgl spec, so it runs a slightly different version of GLSL. However, it still
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has the regular types, including constants and macros.
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The Book of Shaders uses the webgl spec, so it runs a slightly different version
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of GLSL. However, it still has the regular types, including constants and
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macros.
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Main
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^^^^
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The entry point for a Book of Shaders fragment shader is ``main``, just like in GLSL. Everything written in
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a Book of Shaders ``main`` function should be copied into Godot's ``fragment`` function.
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The entry point for a Book of Shaders fragment shader is ``main``, just like in
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GLSL. Everything written in a Book of Shaders ``main`` function should be copied
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into Godot's ``fragment`` function.
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Variables
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^^^^^^^^^
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The Book of Shaders sticks closer to plain GLSL than Shadertoy does. It also implements fewer uniforms than
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Shadertoy.
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The Book of Shaders sticks closer to plain GLSL than Shadertoy does. It also
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implements fewer uniforms than Shadertoy.
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+---------------------+---------+------------------------+-----------------------------------------------------+
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|Variable |Type |Equivalent |Description |
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@@ -225,4 +243,5 @@ Shadertoy.
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Coordinates
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^^^^^^^^^^^
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The Book of Shaders uses the same coordinate system as :ref:`GLSL <glsl_coordinates>`.
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The Book of Shaders uses the same coordinate system as
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:ref:`GLSL <glsl_coordinates>`.
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