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godot-vscode-plugin/syntaxes/examples/example2.gdshader
2022-10-26 01:47:31 +02:00

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shader_type spatial;
render_mode wireframe;
const lowp vec3 v[1] = lowp vec3[1] ( vec3(0, 0, 1) );
void fn() {
// The required amount of scalars
vec4 a0 = vec4(0.0, 1.0, 2.0, 3.0);
// Complementary vectors and/or scalars
vec4 a1 = vec4(vec2(0.0, 1.0), vec2(2.0, 3.0));
vec4 a2 = vec4(vec3(0.0, 1.0, 2.0), 3.0);
// A single scalar for the whole vector
vec4 a3 = vec4(0.0);
mat2 m2 = mat2(vec2(1.0, 0.0), vec2(0.0, 1.0));
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);
mat3 basis = mat3(identity);
mat4 m4 = mat4(basis);
mat2 m2a = mat2(m4);
vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
vec3 b = a.rgb; // Creates a vec3 with vec4 components.
vec3 b1 = a.ggg; // Also valid; creates a vec3 and fills it with a single vec4 component.
vec3 b2 = a.bgr; // "b" will be vec3(2.0, 1.0, 0.0).
vec3 b3 = a.xyz; // Also rgba, xyzw are equivalent.
vec3 b4 = a.stp; // And stpq (for texture coordinates).
b.bgr = a.rgb; // Valid assignment. "b"'s "blue" component will be "a"'s "red" and vice versa.
lowp vec4 v0 = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1
mediump vec4 v1 = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float
highp vec4 v2 = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default)
const vec2 aa = vec2(0.0, 1.0);
vec2 bb;
bb = aa; // valid
const vec2 V1 = vec2(1, 1), V2 = vec2(2, 2);
float fa = 1.0;
float fb = 1.0f;
float fc = 1e-1;
uint ua = 1u;
uint ub = uint(1);
bool cond = false;
// `if` and `else`.
if (cond) {
} else {
}
// Ternary operator.
// This is an expression that behaves like `if`/`else` and returns the value.
// If `cond` evaluates to `true`, `result` will be `9`.
// Otherwise, `result` will be `5`.
int i, result = cond ? 9 : 5;
// `switch`.
switch (i) { // `i` should be a signed integer expression.
case -1:
break;
case 0:
return; // `break` or `return` to avoid running the next `case`.
case 1: // Fallthrough (no `break` or `return`): will run the next `case`.
case 2:
break;
//...
default: // Only run if no `case` above matches. Optional.
break;
}
// `for` loop. Best used when the number of elements to iterate on
// is known in advance.
for (int i = 0; i < 10; i++) {
}
// `while` loop. Best used when the number of elements to iterate on
// is not known in advance.
while (cond) {
}
// `do while`. Like `while`, but always runs at least once even if `cond`
// never evaluates to `true`.
do {
} while (cond);
}
const float PI_ = 3.14159265358979323846;
struct PointLight {
vec3 position;
vec3 color;
float intensity;
};
struct Scene {
PointLight lights[2];
};
const Scene scene = Scene(PointLight[2](
PointLight(vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 1.0),
PointLight(vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 1.0)
));
Scene construct_scene(PointLight light1, PointLight light2) {
return Scene({light1, light2});
}
varying flat vec3 some_color;
varying float var_arr[3];
varying smooth vec3 some_light;
uniform float some_value;
uniform vec4 color : hint_color;
uniform float amount : hint_range(0, 1);
uniform vec4 other_color : hint_color = vec4(1.0);
uniform vec4 some_vector = vec4(0.0);
uniform vec4 some_color2 : hint_color = vec4(1.0);
void vertex() {
const float arr[] = { 1.0, 0.5, 0.0 };
COLOR.r = arr[0]; // valid
float arr2[3];
arr2[0] = 1.0; // setter
COLOR.r = arr2[0]; // getter
PointLight light;
light.position = vec3(0.0);
light.color = vec3(1.0, 0.0, 0.0);
light.intensity = 0.5;
COLOR.rgb = construct_scene(
PointLight(vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 1.0),
PointLight(vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 1.0), 1.0)
).lights[0].color;
some_color = NORMAL; // Make the normal the color.
var_arr[0] = 1.0;
var_arr[1] = 0.0;
}
void fragment() {
float arr[3];
float float_arr[3] = float[3] (1.0, 0.5, 0.0); // first constructor
int int_arr[3] = int[] (2, 1, 0); // second constructor
vec2 vec2_arr[3] = { vec2(1.0, 1.0), vec2(0.5, 0.5), vec2(0.0, 0.0) }; // third constructor
bool bool_arr[] = { true, true, false }; // fourth constructor - size is defined automatically from the element count
float a[3] = float[3] (1.0, 0.5, 0.0),
b[2] = { 1.0, 0.5 },
c[] = { 0.7 },
d = 0.0,
e[5];
float arr2[] = { 0.0, 1.0, 0.5, -1.0 };
for (int i = 0; i < arr2.length(); i++) {
}
ALBEDO = v[0];
PointLight light = PointLight(vec3(0.0), vec3(1.0, 0.0, 0.0), 0.5);
ALBEDO = scene.lights[0].color;
const float EPSILON = 0.0001, value = 0.f;
if (value >= 0.3 - EPSILON && value <= 0.3 + EPSILON) {
discard;
}
ALBEDO = vec3(var_arr[0], var_arr[1], var_arr[2]); // red color
some_light = ALBEDO * 100.0; // Make a shining light.
}
void sum2(int a, in int b, inout int result) {
result = a + b;
}
void sub2(const int a, const in int b, out int result) {
result = a - b;
}
global uniform sampler2D global1;
instance uniform int un = 0;
void light() {
DIFFUSE_LIGHT = some_color * 100.; // optionally
DIFFUSE_LIGHT = some_light;
}