Edit shading language page

Fill columns, fix a list, move explanations about floating-point
comparisons outside code blocks so they can be translated.
This commit is contained in:
Nathan Lovato
2020-11-27 11:12:50 -06:00
parent a379df680c
commit 5ab8841c25

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@@ -6,11 +6,13 @@ Shading language
Introduction
------------
Godot uses a shading language similar to GLSL ES 3.0. Most datatypes and functions are supported,
and the few remaining ones will likely be added over time.
Godot uses a shading language similar to GLSL ES 3.0. Most datatypes and
functions are supported, and the few remaining ones will likely be added over
time.
If you are already familiar with GLSL, the :ref:`Godot Shader Migration Guide<doc_converting_glsl_to_godot_shaders>`
is a resource that will help you transition from regular GLSL to Godot's shading language.
If you are already familiar with GLSL, the :ref:`Godot Shader Migration
Guide<doc_converting_glsl_to_godot_shaders>` is a resource that will help you
transition from regular GLSL to Godot's shading language.
Data types
----------
@@ -84,8 +86,9 @@ Most GLSL ES 3.0 datatypes are supported:
Casting
~~~~~~~
Just like GLSL ES 3.0, implicit casting between scalars and vectors of the same size but different type is not allowed.
Casting of types of different size is also not allowed. Conversion must be done explicitly via constructors.
Just like GLSL ES 3.0, implicit casting between scalars and vectors of the same
size but different type is not allowed. Casting of types of different size is
also not allowed. Conversion must be done explicitly via constructors.
Example:
@@ -95,7 +98,8 @@ Example:
float a = 2.0; // valid
float a = float(2); // valid
Default integer constants are signed, so casting is always needed to convert to unsigned:
Default integer constants are signed, so casting is always needed to convert to
unsigned:
.. code-block:: glsl
@@ -106,13 +110,13 @@ Default integer constants are signed, so casting is always needed to convert to
Members
~~~~~~~
Individual scalar members of vector types are accessed via the "x", "y", "z" and "w" members.
Alternatively, using "r", "g", "b" and "a" also works and is equivalent. Use whatever fits
best for your needs.
Individual scalar members of vector types are accessed via the "x", "y", "z" and
"w" members. Alternatively, using "r", "g", "b" and "a" also works and is
equivalent. Use whatever fits best for your needs.
For matrices, use the ``m[row][column]`` indexing syntax to access each scalar, or ``m[idx]`` to access
a vector by row index. For example, for accessing the y position of an object in a mat4 you use
``m[3][1]``.
For matrices, use the ``m[row][column]`` indexing syntax to access each scalar,
or ``m[idx]`` to access a vector by row index. For example, for accessing the y
position of an object in a mat4 you use ``m[3][1]``.
Constructing
~~~~~~~~~~~~
@@ -129,9 +133,9 @@ Construction of vector types must always pass:
// A single scalar for the whole vector
vec4 a = vec4(0.0);
Construction of matrix types requires vectors of the same dimension as the matrix. You can
also build a diagonal matrix using ``matx(float)`` syntax. Accordingly, ``mat4(1.0)`` is
an identity matrix.
Construction of matrix types requires vectors of the same dimension as the
matrix. You can also build a diagonal matrix using ``matx(float)`` syntax.
Accordingly, ``mat4(1.0)`` is an identity matrix.
.. code-block:: glsl
@@ -139,11 +143,13 @@ an identity matrix.
mat3 m3 = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
mat4 identity = mat4(1.0);
Matrices can also be built from a matrix of another dimension.
There are two rules :
If a larger matrix is constructed from a smaller matrix, the additional rows and columns are
set to the values they would have in an identity matrix. If a smaller matrix is constructed
from a larger matrix, the top, left submatrix of the larger matrix is used.
Matrices can also be built from a matrix of another dimension. There are two
rules:
1. If a larger matrix is constructed from a smaller matrix, the additional rows
and columns are set to the values they would have in an identity matrix.
2. If a smaller matrix is constructed from a larger matrix, the top, left
submatrix of the larger matrix is used.
.. code-block:: glsl
@@ -154,8 +160,9 @@ from a larger matrix, the top, left submatrix of the larger matrix is used.
Swizzling
~~~~~~~~~
It is possible to obtain any combination of components in any order, as long as the result
is another vector type (or scalar). This is easier shown than explained:
It is possible to obtain any combination of components in any order, as long as
the result is another vector type (or scalar). This is easier shown than
explained:
.. code-block:: glsl
@@ -173,7 +180,8 @@ is another vector type (or scalar). This is easier shown than explained:
Precision
~~~~~~~~~
It is possible to add precision modifiers to datatypes; use them for uniforms, variables, arguments and varyings:
It is possible to add precision modifiers to datatypes; use them for uniforms,
variables, arguments and varyings:
.. code-block:: glsl
@@ -182,9 +190,10 @@ It is possible to add precision modifiers to datatypes; use them for uniforms, v
highp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default)
Using lower precision for some operations can speed up the math involved (at the cost of less precision).
This is rarely needed in the vertex processor function (where full precision is needed most of the time),
but is often useful in the fragment processor.
Using lower precision for some operations can speed up the math involved (at the
cost of less precision). This is rarely needed in the vertex processor function
(where full precision is needed most of the time), but is often useful in the
fragment processor.
Some architectures (mainly mobile) can benefit significantly from this, but
there are downsides such as the additional overhead of conversion between
@@ -200,8 +209,9 @@ Arrays are containers for multiple variables of a similar type.
Local arrays
~~~~~~~~~~~~
Local arrays are declared in functions. They can use all of the allowed datatypes, except samplers.
The array declaration follows a C-style syntax: ``[const] + [precision] + typename + identifier + [array size]``.
Local arrays are declared in functions. They can use all of the allowed
datatypes, except samplers. The array declaration follows a C-style syntax:
``[const] + [precision] + typename + identifier + [array size]``.
.. code-block:: glsl
@@ -241,7 +251,9 @@ To access an array element, use the indexing syntax:
COLOR.r = arr[0]; // getter
Arrays also have a built-in function ``.length()`` (not to be confused with the built-in ``length()`` function). It doesn't accept any parameters and will return the array's size.
Arrays also have a built-in function ``.length()`` (not to be confused with the
built-in ``length()`` function). It doesn't accept any parameters and will
return the array's size.
.. code-block:: glsl
@@ -252,7 +264,12 @@ Arrays also have a built-in function ``.length()`` (not to be confused with the
.. note::
If you use an index below 0 or greater than array size - the shader will crash and break rendering. To prevent this, use ``length()``, ``if``, or ``clamp()`` functions to ensure the index is between 0 and the array's length. Always carefully test and check your code. If you pass a constant expression or a simple number, the editor will check its bounds to prevent this crash.
If you use an index below 0 or greater than array size - the shader will
crash and break rendering. To prevent this, use ``length()``, ``if``, or
``clamp()`` functions to ensure the index is between 0 and the array's
length. Always carefully test and check your code. If you pass a constant
expression or a simple number, the editor will check its bounds to prevent
this crash.
Global arrays
~~~~~~~~~~~~~
@@ -271,12 +288,17 @@ You can declare arrays at global space like:
.. note::
Global arrays have to be declared as global constants, otherwise they can be declared the same as local arrays.
Global arrays have to be declared as global constants, otherwise they can be
declared the same as local arrays.
Constants
---------
Use the ``const`` keyword before the variable declaration to make that variable immutable, which means that it cannot be modified. All basic types, except samplers can be declared as constants. Accessing and using a constant value is slightly faster than using a uniform. Constants must be initialized at their declaration.
Use the ``const`` keyword before the variable declaration to make that variable
immutable, which means that it cannot be modified. All basic types, except
samplers can be declared as constants. Accessing and using a constant value is
slightly faster than using a uniform. Constants must be initialized at their
declaration.
.. code-block:: glsl
@@ -286,7 +308,8 @@ Use the ``const`` keyword before the variable declaration to make that variable
a = b; // invalid
b = a; // valid
Constants cannot be modified and additionally cannot have hints, but multiple of them (if they have the same type) can be declared in a single expression e.g
Constants cannot be modified and additionally cannot have hints, but multiple of
them (if they have the same type) can be declared in a single expression e.g
.. code-block:: glsl
@@ -302,8 +325,11 @@ Similar to variables, arrays can also be declared with ``const``.
COLOR.r = arr[0]; // valid
Constants can be declared both globally (outside of any function) or locally (inside a function).
Global constants are useful when you want to have access to a value throughout your shader that does not need to be modified. Like uniforms, global constants are shared between all shader stages, but they are not accessible outside of the shader.
Constants can be declared both globally (outside of any function) or locally
(inside a function). Global constants are useful when you want to have access to
a value throughout your shader that does not need to be modified. Like uniforms,
global constants are shared between all shader stages, but they are not
accessible outside of the shader.
.. code-block:: glsl
@@ -315,7 +341,8 @@ Global constants are useful when you want to have access to a value throughout y
Structs
-------
Structs are compound types which can be used for better abstraction of shader code. You can declare them at the global scope like:
Structs are compound types which can be used for better abstraction of shader
code. You can declare them at the global scope like:
.. code-block:: glsl
@@ -343,7 +370,8 @@ Or use struct constructor for same purpose:
PointLight light = PointLight(vec3(0.0), vec3(1.0, 0.0, 0.0), 0.5);
Structs may contain other struct or array, you can also instance them as global constant:
Structs may contain other struct or array, you can also instance them as global
constant:
.. code-block:: glsl
@@ -382,7 +410,8 @@ You can also pass them to functions:
Operators
---------
Godot shading language supports the same set of operators as GLSL ES 3.0. Below is the list of them in precedence order:
Godot shading language supports the same set of operators as GLSL ES 3.0. Below
is the list of them in precedence order:
+-------------+------------------------+------------------+
| Precedence | Class | Operator |
@@ -456,32 +485,41 @@ Godot Shading language supports the most common types of flow control:
} while (true);
Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze your application (including editor).
Godot can't protect you from this, so be careful not to make this mistake!
Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze
your application (including editor). Godot can't protect you from this, so be
careful not to make this mistake!
Also, when comparing floating-point values against a number, make sure
to compare them against a *range* instead of an exact number:
Also, when comparing floating-point values against a number, make sure to
compare them against a *range* instead of an exact number.
A comparison like ``if (value == 0.3)`` may not evaluate to ``true``.
Floating-point math is often approximate and can defy expectations. It can also
behave differently depending on the hardware.
**Don't** do this.
.. code-block:: glsl
float value = 0.1 + 0.2;
// No guarantee that this evalutes to `true`!
// Floating-point math is often approximate and can defy expectations.
// It can also behave differently depending on the hardware.
// May not evaluate to `true`!
if (value == 0.3) {
// ...
}
// Instead, always perform a range comparison with an epsilon value.
// The larger the floating-point number (and the less precise the floating-point number),
// the larger the epsilon value should be.
Instead, always perform a range comparison with an epsilon value. The larger the
floating-point number (and the less precise the floating-point number, the
larger the epsilon value should be.
.. code-block:: glsl
const float EPSILON = 0.0001;
if (value >= 0.3 - EPSILON && value <= 0.3 + EPSILON) {
// ...
}
See `floating-point-gui.de <https://floating-point-gui.de/>`__ for more information.
See `floating-point-gui.de <https://floating-point-gui.de/>`__ for more
information.
.. warning::
@@ -491,12 +529,14 @@ See `floating-point-gui.de <https://floating-point-gui.de/>`__ for more informat
Discarding
----------
Fragment and light functions can use the **discard** keyword. If used, the fragment is discarded and nothing is written.
Fragment and light functions can use the **discard** keyword. If used, the
fragment is discarded and nothing is written.
Functions
---------
It is possible to define functions in a Godot shader. They use the following syntax:
It is possible to define functions in a Godot shader. They use the following
syntax:
.. code-block:: glsl
@@ -511,15 +551,16 @@ It is possible to define functions in a Godot shader. They use the following syn
}
You can only use functions that have been defined above (higher in the editor) the function from which you are calling
them.
You can only use functions that have been defined above (higher in the editor)
the function from which you are calling them.
Function arguments can have special qualifiers:
* **in**: Means the argument is only for reading (default).
* **out**: Means the argument is only for writing.
* **inout**: Means the argument is fully passed via reference.
* **const**: Means the argument is a constant and cannot be changed, may be combined with **in** qualifier.
* **const**: Means the argument is a constant and cannot be changed, may be
combined with **in** qualifier.
Example below:
@@ -532,9 +573,9 @@ Example below:
Varyings
~~~~~~~~
To send data from the vertex to the fragment processor function, *varyings* are used. They are set
for every primitive vertex in the *vertex processor*, and the value is interpolated for every
pixel in the fragment processor.
To send data from the vertex to the fragment processor function, *varyings* are
used. They are set for every primitive vertex in the *vertex processor*, and the
value is interpolated for every pixel in the fragment processor.
.. code-block:: glsl
@@ -568,8 +609,8 @@ Varying can also be an array:
Interpolation qualifiers
~~~~~~~~~~~~~~~~~~~~~~~~
Certain values are interpolated during the shading pipeline. You can modify how these interpolations
are done by using *interpolation qualifiers*.
Certain values are interpolated during the shading pipeline. You can modify how
these interpolations are done by using *interpolation qualifiers*.
.. code-block:: glsl
@@ -599,9 +640,10 @@ There are two possible interpolation qualifiers:
Uniforms
~~~~~~~~
Passing values to shaders is possible. These are global to the whole shader and are called *uniforms*.
When a shader is later assigned to a material, the uniforms will appear as editable parameters in it.
Uniforms can't be written from within the shader.
Passing values to shaders is possible. These are global to the whole shader and
are called *uniforms*. When a shader is later assigned to a material, the
uniforms will appear as editable parameters in it. Uniforms can't be written
from within the shader.
.. note::
Uniform arrays are not implemented yet.
@@ -612,17 +654,20 @@ Uniforms can't be written from within the shader.
uniform float some_value;
You can set uniforms in the editor in the material. Or you can set them through GDScript:
You can set uniforms in the editor in the material. Or you can set them through
GDScript:
::
material.set_shader_param("some_value", some_value)
.. note:: The first argument to ``set_shader_param`` is the name of the uniform in the shader. It
must match *exactly* to the name of the uniform in the shader or else it will not be recognized.
.. note:: The first argument to ``set_shader_param`` is the name of the uniform
in the shader. It must match *exactly* to the name of the uniform in
the shader or else it will not be recognized.
Any GLSL type except for *void* can be a uniform. Additionally, Godot provides optional shader hints
to make the compiler understand for what the uniform is used.
Any GLSL type except for *void* can be a uniform. Additionally, Godot provides
optional shader hints to make the compiler understand for what the uniform is
used.
.. code-block:: glsl
@@ -632,7 +677,9 @@ to make the compiler understand for what the uniform is used.
uniform float amount : hint_range(0, 1);
uniform vec4 other_color : hint_color = vec4(1.0);
It's important to understand that textures that are supplied as color require hints for proper sRGB->linear conversion (i.e. ``hint_albedo``), as Godot's 3D engine renders in linear color space.
It's important to understand that textures that are supplied as color require
hints for proper sRGB->linear conversion (i.e. ``hint_albedo``), as Godot's 3D
engine renders in linear color space.
Full list of hints below:
@@ -656,8 +703,9 @@ Full list of hints below:
| **sampler2D** | hint_aniso | As flowmap, default to right. |
+----------------+------------------------------+-------------------------------------+
GDScript uses different variable types than GLSL does, so when passing variables from GDScript
to shaders, Godot converts the type automatically. Below is a table of the corresponding types:
GDScript uses different variable types than GLSL does, so when passing variables
from GDScript to shaders, Godot converts the type automatically. Below is a
table of the corresponding types:
+-----------------+-----------+
| GDScript type | GLSL type |
@@ -679,8 +727,9 @@ to shaders, Godot converts the type automatically. Below is a table of the corre
| **Transform2D** | **mat4** |
+-----------------+-----------+
.. note:: Be careful when setting shader uniforms from GDScript, no error will be thrown if the
type does not match. Your shader will just exhibit undefined behavior.
.. note:: Be careful when setting shader uniforms from GDScript, no error will
be thrown if the type does not match. Your shader will just exhibit
undefined behavior.
Uniforms can also be assigned default values:
@@ -695,10 +744,12 @@ Built-in functions
------------------
A large number of built-in functions are supported, conforming to GLSL ES 3.0.
When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector.
When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature
is used, it can be scalar or vector.
.. note:: For a list of the functions that are not available in the GLES2 backend, please see the
:ref:`Differences between GLES2 and GLES3 doc <doc_gles2_gles3_differences>`.
.. note:: For a list of the functions that are not available in the GLES2
backend, please see the :ref:`Differences between GLES2 and GLES3 doc
<doc_gles2_gles3_differences>`.
+------------------------------------------------------------------------+---------------------------------------------------------------+
| Function | Description / Return value |