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Document how to use screen space textures using uniform hints
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@@ -32,7 +32,8 @@ Your scene tree will look something like this:
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Another more efficient method is to use a :ref:`BackBufferCopy
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<class_BackBufferCopy>` to copy a region of the screen to a buffer and to
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access it in a shader script through ``texture(SCREEN_TEXTURE, ...)``.
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access it in a shader script through a ``sampler2D`` using
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``hint_screen_texture``.
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.. note::
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@@ -46,8 +47,9 @@ For this demo, we will use this :ref:`Sprite <class_Sprite2D>` of a sheep.
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.. image:: img/post_example1.png
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Assign a new :ref:`Shader <class_Shader>` to the ``ColorRect``'s
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``ShaderMaterial``. You can access the frame's texture and UV with the built in
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``SCREEN_TEXTURE`` and ``SCREEN_UV`` uniforms.
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``ShaderMaterial``. You can access the frame's texture and UV with a
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``sampler2D`` using ``hint_screen_texture`` and the built in ``SCREEN_UV``
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uniforms.
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Copy the following code to your shader. The code below is a hex pixelization
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shader by `arlez80 <https://bitbucket.org/arlez80/hex-mosaic/src/master/>`_,
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@@ -57,6 +59,7 @@ shader by `arlez80 <https://bitbucket.org/arlez80/hex-mosaic/src/master/>`_,
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shader_type canvas_item;
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uniform vec2 size = vec2(32.0, 28.0);
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
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void fragment() {
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vec2 norm_size = size * SCREEN_PIXEL_SIZE;
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@@ -74,7 +77,7 @@ shader by `arlez80 <https://bitbucket.org/arlez80/hex-mosaic/src/master/>`_,
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float(half)),
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float(norm_uv.y < 0.3333333) * float(norm_uv.y / 0.3333333 < (abs(norm_uv.x - 0.5) * 2.0)));
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COLOR = textureLod(SCREEN_TEXTURE, center_uv, 0.0);
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COLOR = textureLod(screen_texture, center_uv, 0.0);
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}
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The sheep will look something like this:
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@@ -109,17 +112,19 @@ matter.
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
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// Blurs the screen in the X-direction.
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void fragment() {
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vec3 col = texture(SCREEN_TEXTURE, SCREEN_UV).xyz * 0.16;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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vec3 col = texture(screen_texture, SCREEN_UV).xyz * 0.16;
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col += texture(screen_texture, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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col += texture(screen_texture, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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col += texture(screen_texture, SCREEN_UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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col += texture(screen_texture, SCREEN_UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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col += texture(screen_texture, SCREEN_UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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col += texture(screen_texture, SCREEN_UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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col += texture(screen_texture, SCREEN_UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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col += texture(screen_texture, SCREEN_UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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COLOR.xyz = col;
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}
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@@ -127,17 +132,19 @@ matter.
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
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// Blurs the screen in the Y-direction.
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void fragment() {
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vec3 col = texture(SCREEN_TEXTURE, SCREEN_UV).xyz * 0.16;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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col += texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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vec3 col = texture(screen_texture, SCREEN_UV).xyz * 0.16;
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col += texture(screen_texture, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(screen_texture, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(screen_texture, SCREEN_UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(screen_texture, SCREEN_UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(screen_texture, SCREEN_UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(screen_texture, SCREEN_UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(screen_texture, SCREEN_UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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col += texture(screen_texture, SCREEN_UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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COLOR.xyz = col;
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}
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@@ -17,36 +17,37 @@ The workaround is to make a copy of the screen, or a part of the screen,
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to a back-buffer and then read from it while drawing. Godot provides a
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few tools that make this process easy.
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SCREEN_TEXTURE built-in texture
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Screen texture
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~~~~~~~~~~~~~~
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Godot :ref:`doc_shading_language` has a special texture, ``SCREEN_TEXTURE`` (and ``DEPTH_TEXTURE`` for depth, in the case of 3D).
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It takes as argument the UV of the screen and returns a vec3 RGB with the color. A
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special built-in varying: SCREEN_UV can be used to obtain the UV for
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the current fragment. As a result, this canvas_item fragment shader results in an invisible object,
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because it only shows what lies behind:
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Godot :ref:`doc_shading_language` has a special texture to access the already
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rendered contents of the screen. It is used by specifying a hint when declaring
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a ``sampler2D`` uniform: ``hint_screen_texture``. A special built-in varying
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``SCREEN_UV`` can be used to obtain the UV relative to the screen for the current
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fragment. As a result, this canvas_item fragment shader results in an invisible
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object, because it only shows what lies behind:
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.. code-block:: glsl
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
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void fragment() {
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COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
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COLOR = textureLod(screen_texture, SCREEN_UV, 0.0);
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}
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The reason why textureLod must be used is because, when Godot copies back
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a chunk of the screen, it also does an efficient separable gaussian blur to its mipmaps.
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``textureLod`` is used here as we only want to read from the bottom mipmap. If
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you want to read from a blurred version of the texture instead, you can increase
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the third argument to ``textureLod`` and change the hint ``filter_nearest`` to
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``filter_nearest_mipmap`` (or any other filter with mipmaps enabled). If using a
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filter with mipmaps, Godot will automatically calculate the blurred texture for
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you.
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This allows for not only reading from the screen, but reading from it with different amounts
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of blur at no cost.
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.. note::
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Mipmaps are not generated in GLES2 due to poor performance and compatibility with older
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devices.
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SCREEN_TEXTURE example
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Screen texture example
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~~~~~~~~~~~~~~~~~~~~~~
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``SCREEN_TEXTURE`` can be used for many things. There is a
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The screen texture can be used for many things. There is a
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special demo for *Screen Space Shaders*, that you can download to see
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and learn. One example is a simple shader to adjust brightness, contrast
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and saturation:
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@@ -55,12 +56,14 @@ and saturation:
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
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uniform float brightness = 1.0;
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uniform float contrast = 1.0;
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uniform float saturation = 1.0;
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void fragment() {
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vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
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c.rgb = mix(vec3(0.0), c.rgb, brightness);
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c.rgb = mix(vec3(0.5), c.rgb, contrast);
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@@ -72,23 +75,22 @@ and saturation:
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Behind the scenes
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~~~~~~~~~~~~~~~~~
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While this seems magical, it's not. In 2D, the ``SCREEN_TEXTURE`` built-in, when
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first found in a node that is about to be drawn, does a full-screen
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copy to a back-buffer. Subsequent nodes that use it in
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shaders will not have the screen copied for them, because this ends up
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being inefficient. In 3D, the screen is copied after the opaque geometry pass,
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but before the transparent geometry pass, so transparent objects will not be
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captured in the ``SCREEN_TEXTURE``.
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While this seems magical, it's not. In 2D, when ``hint_screen_texture`` is first
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found in a node that is about to be drawn, Godot does a full-screen copy to a
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back-buffer. Subsequent nodes that use it in shaders will not have the screen
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copied for them, because this ends up being inefficient. In 3D, the screen is
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copied after the opaque geometry pass, but before the transparent geometry pass,
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so transparent objects will not be captured in the screen texture.
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As a result, in 2D, if shaders that use ``SCREEN_TEXTURE`` overlap, the second one
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will not use the result of the first one, resulting in unexpected
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As a result, in 2D, if shaders that use ``hint_screen_texture`` overlap, the
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second one will not use the result of the first one, resulting in unexpected
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visuals:
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.. image:: img/texscreen_demo1.png
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In the above image, the second sphere (top right) is using the same
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source for ``SCREEN_TEXTURE`` as the first one below, so the first one
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"disappears", or is not visible.
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In the above image, the second sphere (top right) is using the same source for
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the screen texture as the first one below, so the first one "disappears", or is
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not visible.
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In 2D, this can be corrected via the :ref:`BackBufferCopy <class_BackBufferCopy>`
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node, which can be instantiated between both spheres. BackBufferCopy can work by
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@@ -102,56 +104,97 @@ With correct back-buffer copying, the two spheres blend correctly:
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.. warning:
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Materials that use ``SCREEN_TEXTURE`` are considered transparent themselves and
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will not appear in the resulting ``SCREEN_TEXTURE`` of other materials.
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If you plan to instance a scene that uses a material with ``SCREEN_TEXTURE``,
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In 3D, materials that use ``hint_screen_texture`` are considered transparent themselves and
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will not appear in the resulting screen texture of other materials.
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If you plan to instance a scene that uses a material with ``hint_screen_texture``,
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you will need to use a BackBufferCopy node.
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In 3D, there is less flexibility to solve this particular issue because the
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``SCREEN_TEXTURE`` is only captured once. Be careful when using
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``SCREEN_TEXTURE`` in 3D as it won't capture transparent objects and may capture
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some opaque objects that are in front of the object.
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screen texture is only captured once. Be careful when using the screen texture
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in 3D as it won't capture transparent objects and may capture some opaque
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objects that are in front of the object using the screen texture.
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You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport <class_Viewport>`
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with a camera in the same position as your object, and then use the
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:ref:`Viewport's <class_Viewport>` texture instead of ``SCREEN_TEXTURE``.
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:ref:`Viewport's <class_Viewport>` texture instead of the screen texture.
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Back-buffer logic
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~~~~~~~~~~~~~~~~~
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So, to make it clearer, here's how the backbuffer copying logic works in
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So, to make it clearer, here's how the backbuffer copying logic works in 2D in
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Godot:
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- If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the
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- If a node uses ``hint_screen_texture``, the entire screen is copied to the
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back buffer before drawing that node. This only happens the first
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time; subsequent nodes do not trigger this.
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- If a BackBufferCopy node was processed before the situation in the
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point above (even if ``SCREEN_TEXTURE`` was not used), the behavior
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described in the point above does not happen. In other words,
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automatic copying of the entire screen only happens if ``SCREEN_TEXTURE`` is
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used in a node for the first time and no BackBufferCopy node (not
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disabled) was found before in tree-order.
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- BackBufferCopy can copy either the entire screen or a region. If set
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to only a region (not the whole screen) and your shader uses pixels
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not in the region copied, the result of that read is undefined
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(most likely garbage from previous frames). In other words, it's
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possible to use BackBufferCopy to copy back a region of the screen
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and then use ``SCREEN_TEXTURE`` on a different region. Avoid this behavior!
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- If a BackBufferCopy node was processed before the situation in the point
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above (even if ``hint_screen_texture`` was not used), the behavior described
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in the point above does not happen. In other words, automatic copying of the
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entire screen only happens if ``hint_screen_texture`` is used in a node for
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the first time and no BackBufferCopy node (not disabled) was found before in
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tree-order.
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- BackBufferCopy can copy either the entire screen or a region. If set to only
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a region (not the whole screen) and your shader uses pixels not in the region
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copied, the result of that read is undefined (most likely garbage from
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previous frames). In other words, it's possible to use BackBufferCopy to copy
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back a region of the screen and then read the screen texture from a different
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region. Avoid this behavior!
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DEPTH_TEXTURE
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Depth texture
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~~~~~~~~~~~~~
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For 3D shaders, it's also possible to access the screen depth buffer. For this,
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the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it must be
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converted via the inverse projection matrix.
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the ``hint_depth_texture`` hint is used. This texture is not linear; it must be
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converted using the inverse projection matrix.
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The following code retrieves the 3D position below the pixel being drawn:
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.. code-block:: glsl
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uniform sampler2D depth_texture : hint_depth_texture, repeat_disabled, filter_nearest;
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void fragment() {
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float depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;
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float depth = textureLod(depth_texture, SCREEN_UV, 0.0).r;
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vec4 upos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth, 1.0);
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vec3 pixel_position = upos.xyz / upos.w;
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}
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Normal-roughness texture
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~~~~~~~~~~~~~~~~~~~~~~~~
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Similarly, the normal-roughness texture can be used to read the normals and
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roughness of objects rendered in the depth prepass. The normal is stored in the
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``.xyz`` channels (mapped to the 0-1 range) while the roughness is stored in the
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``.w`` channel.
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.. code-block:: glsl
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uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture, repeat_disabled, filter_nearest;
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void fragment() {
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float screen_roughness = texture(normal_roughness_texture, SCREEN_UV).w;
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vec3 screen_normal = texture(normal_roughness_texture, SCREEN_UV).xyz;
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screen_normal = screen_normal * 2.0 - 1.0;
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Redefining screen textures
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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The screen texture hints (``hint_screen_texture``, ``hint_depth_texture``, and
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``hint_normal_roughness_texture``) can be used with multiple uniforms. For
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example, you may want to read from the texture multiple times with a different
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repeat flag or filter flag.
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The following example shows a shader that reads the screen space normal with
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linear filtering, but reads the screen space roughness using nearest neighbor
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filtering.
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.. code-block:: glsl
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uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture, repeat_disabled, filter_nearest;
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uniform sampler2D normal_roughness_texture2 : hint_normal_roughness_texture, repeat_enabled, filter_linear;
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void fragment() {
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float screen_roughness = texture(normal_roughness_texture, SCREEN_UV).w;
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vec3 screen_normal = texture(normal_roughness_texture2, SCREEN_UV).xyz;
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screen_normal = screen_normal * 2.0 - 1.0;
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@@ -172,9 +172,10 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **UV** | UV from vertex function. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **SCREEN_UV** | Screen UV for use with **SCREEN_TEXTURE**. |
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| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
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+---------------------------------------------+---------------------------------------------------------------+
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| sampler2D **SCREEN_TEXTURE** | Screen texture, mipmaps contain gaussian blurred versions. |
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| sampler2D **SCREEN_TEXTURE** | Removed in Godot 4. Use a ``sampler2D`` with |
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| | ``hint_screen_texture`` instead. |
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+---------------------------------------------+---------------------------------------------------------------+
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| inout vec3 **NORMAL** | Normal read from **NORMAL_TEXTURE**. Writable. |
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+---------------------------------------------+---------------------------------------------------------------+
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@@ -236,7 +237,7 @@ Below is an example of a light shader that takes a CanvasItem's normal map into
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| | For a Sprite2D with a texture of size 64x32px, |
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| | **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, 1/32)` |
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+----------------------------------+------------------------------------------------------------------------------+
|
||||
| in vec2 **SCREEN_UV** | **SCREEN_TEXTURE** Coordinate (for using with screen texture). |
|
||||
| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
|
||||
+----------------------------------+------------------------------------------------------------------------------+
|
||||
| in vec2 **POINT_COORD** | UV for Point Sprite. |
|
||||
+----------------------------------+------------------------------------------------------------------------------+
|
||||
|
||||
@@ -783,6 +783,12 @@ Full list of hints below:
|
||||
+----------------------+--------------------------------------------------+-----------------------------------------------------------------------------+
|
||||
| **sampler2D** | repeat[_enable, _disable] | Enabled texture repeating. |
|
||||
+----------------------+--------------------------------------------------+-----------------------------------------------------------------------------+
|
||||
| **sampler2D** | hint_screen_texture | Texture is the screen texture. |
|
||||
+----------------------+--------------------------------------------------+-----------------------------------------------------------------------------+
|
||||
| **sampler2D** | hint_depth_texture | Texture is the depth texture. |
|
||||
+----------------------+--------------------------------------------------+-----------------------------------------------------------------------------+
|
||||
| **sampler2D** | hint_normal_roughness_texture | Texture is the normal roughness texture. |
|
||||
+----------------------+--------------------------------------------------+-----------------------------------------------------------------------------+
|
||||
|
||||
GDScript uses different variable types than GLSL does, so when passing variables
|
||||
from GDScript to shaders, Godot converts the type automatically. Below is a
|
||||
|
||||
@@ -289,13 +289,11 @@ these properties, and if you don't write to them, Godot will optimize away the c
|
||||
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
||||
| in int **VIEW_RIGHT** | |
|
||||
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
||||
| sampler2D **SCREEN_TEXTURE** | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies. |
|
||||
| sampler2D **SCREEN_TEXTURE** | Removed in Godot 4. Use a ``sampler2D`` with ``hint_screen_texture`` instead. |
|
||||
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
||||
| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
|
||||
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
||||
| sampler2D **NORMAL_ROUGHNESS_TEXTURE** | |
|
||||
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
||||
| sampler2D **DEPTH_TEXTURE** | Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION. |
|
||||
| sampler2D **DEPTH_TEXTURE** | Removed in Godot 4. Use a ``sampler2D`` with ``hint_depth_texture`` instead. |
|
||||
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
||||
| out float **DEPTH** | Custom depth value (0..1). If ``DEPTH`` is being written to in any shader branch, then you are |
|
||||
| | responsible for setting the ``DEPTH`` for **all** other branches. Otherwise, the graphics API |
|
||||
|
||||
@@ -36,8 +36,10 @@ Here is a complete shader example based on these guidelines:
|
||||
uniform float contrast = 1.5;
|
||||
uniform float saturation = 1.8;
|
||||
|
||||
uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
|
||||
|
||||
void fragment() {
|
||||
vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
|
||||
vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
|
||||
|
||||
c.rgb = mix(vec3(0.0), c.rgb, brightness);
|
||||
c.rgb = mix(vec3(0.5), c.rgb, contrast);
|
||||
|
||||
Reference in New Issue
Block a user