docs.godotengine.org
23–29 minutes
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 Godot Shader Migration Guide is a resource that will help you transition from regular GLSL to Godot's shading language.
Most GLSL ES 3.0 datatypes are supported:
Type Descriptionvoid Void datatype, useful only for functions that return nothing.bool Boolean datatype, can only contain true or false.bvec2 Two-component vector of booleans.bvec3 Three-component vector of booleans.bvec4 Four-component vector of booleans.int Signed scalar integer.ivec2 Two-component vector of signed integers.ivec3 Three-component vector of signed integers.ivec4 Four-component vector of signed integers.uint Unsigned scalar integer; can't contain negative numbers.Type Descriptionuvec2 Two-component vector of unsigned integers.
uvec3 Three-component vector of unsigned integers.
uvec4 Four-component vector of unsigned integers.
float Floating-point scalar.
vec2 Two-component vector of floating-point values.
vec3 Three-component vector of floating-point values.
vec4 Four-component vector of floating-point values.
mat2 2x2 matrix, in column major order.
mat3 3x3 matrix, in column major order.
mat4 4x4 matrix, in column major order.
sampler2D Sampler type for binding 2D textures, which are read as float.
isampler2D Sampler type for binding 2D textures, which are read as signed integer.
usampler2D Sampler type for binding 2D textures, which are read as unsigned integer.
sampler2DArray Sampler type for binding 2D texture arrays, which are read as float.
isampler2DArray Sampler type for binding 2D texture arrays, which are read as signed integer.
usampler2DArray Sampler type for binding 2D texture arrays, which are read as unsigned integer.
sampler3D Sampler type for binding 3D textures, which are read as float.
Type Descriptionisampler3D Sampler type for binding 3D textures, which are read as signed
integer.usampler3D Sampler type for binding 3D textures, which are read as unsigned
integer.samplerCube Sampler type for binding Cubemaps, which are read as floats.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.
Example:
float a = 2; // invalid float a = 2.0; // valid float a = float(2); // valid
Default integer constants are signed, so casting is always needed to convert to unsigned:
int a = 2; // valid uint a = 2; // invalid uint a = uint(2); // valid
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.
For matrices, use the m[column][row] 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 ¶
Construction of vector types must always pass:
// The required amount of scalars vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // Complementary vectors and/or scalars vec4 a = vec4(vec2(0.0, 1.0), vec2(2.0, 3.0)); vec4 a = vec4(vec3(0.0, 1.0, 2.0), 3.0);
// 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.
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);
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.
mat3 basis = mat3(WORLD_MATRIX); mat4 m4 = mat4(basis); mat2 m2 = mat2(m4);
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:
vec4 a = vec4(0.0, 1.0, 2.0, 3.0); vec3 b = a.rgb; // Creates a vec3 with vec4 components. vec3 b = a.ggg; // Also valid; creates a vec3 and fills it with a single vec4 component. vec3 b = a.bgr; // "b" will be vec3(2.0, 1.0, 0.0). vec3 b = a.xyz; // Also rgba, xyzw are equivalent. vec3 b = a.stp; // And stpq (for texture coordinates). float c = b.w; // Invalid, because "w" is not present in vec3 b. vec3 c = b.xrt; // Invalid, mixing different styles is forbidden. b.rrr = a.rgb; // Invalid, assignment with duplication. b.bgr = a.rgb; // Valid assignment. "b"'s "blue" component will be "a"'s "red" and vice versa.
Precision ¶
It is possible to add precision modifiers to datatypes; use them for uniforms, variables, arguments and varyings:
lowp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0- mediump vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // medium precision,
usually 16 bits or half float 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.
Some architectures (mainly mobile) can benefit significantly from this, but there are downsides such as the additional overhead of conversion between precisions. Refer to the documentation of the target architecture for further information. In many cases, mobile drivers cause inconsistent or unexpected behavior and it is best to avoid specifying precision unless necessary.
Arrays are containers for multiple variables of a similar type. Note: As of Godot 3.2, only local and varying arrays have been implemented.
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].
void fragment() { float arr[3]; }
They can be initialized at the beginning like:
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
You can declare multiple arrays (even with different sizes) in one expression:
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];
To access an array element, use the indexing syntax:
float arr[3];
arr[0] = 1.0; // setter
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.
float arr[] = { 0.0, 1.0, 0.5, -1.0 }; for (int i = 0; i < arr.length(); i++) { // ... }
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.
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.
const vec2 a = vec2(0.0, 1.0); vec2 b;
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
const vec2 V1 = vec2(1, 1), V2 = vec2(2, 2);
Similar to variables, arrays can also be declared with const.
const float arr[] = { 1.0, 0.5, 0.0 };
arr[0] = 1.0; // invalid
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.
shader_type spatial;
const float PI = 3.14159265358979323846;
Structs are compound types which can be used for better abstraction of shader code. You can declare them at the global scope like:
struct PointLight { vec3 position; vec3 color; float intensity; };
After declaration, you can instantiate and initialize them like:
void fragment() { PointLight light; light.position = vec3(0.0); light.color = vec3(1.0, 0.0, 0.0); light.intensity = 0.5; }
Or use a struct constructor for the same purpose:
PointLight light = PointLight(vec3(0.0), vec3(1.0, 0.0, 0.0), 0.5);
Structs may contain other structs or arrays, you can also instance them as a global constant:
shader_type spatial;
...
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)));
void fragment() { ALBEDO = scene.lights[0].color; }
You can also pass them to functions:
shader_type canvas_item;
...
Scene construct_scene(PointLight light1, PointLight light2) { return Scene({light1, light2}); }
void fragment() { 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; }
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 Operator1 (highest) parenthetical grouping ()2 unary +, -, !, ~3 multiplicative /, *, %4 additive +, -5 bit-wise shift <<, >>6 relational <, >, <=, >=7 equality ==, !=8 bit-wise AND &9 bit-wise exclusive OR ^10 bit-wise inclusive OR |11 logical AND &&12 (lowest) logical inclusive OR ||Godot Shading language supports the most common types of flow control:
// if and else if (cond) {
} else {
}
// switch switch(i) { // signed integer expression case -1: break; case 0: return; // break or return case 1: // pass-through case 2: break; //... default: // optional break; }
// for loops for (int i = 0; i < 10; i++) {
}
// while while (true) {
}
// do while do {
} 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!
Warning
When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 doesn't support dynamic loops, so shaders using those won't work there.
Fragment and light functions can use the discard keyword. If used, the fragment is discarded and nothing is written.
Beware that discard has a performance cost when used, as it will prevent the depth prepass from being effective on any surfaces using the shader. Also, a discarded pixel still needs to be rendered in the vertex shader, which means a shader that uses discard on all of its pixels is still more expensive to render compared to not rendering any object in the first place.
It is possible to define functions in a Godot shader. They use the following syntax:
ret_type func_name(args) { return ret_type; // if returning a value }
// a more specific example:
int sum2(int a, int b) { return a + b; }
You can only use functions that have been defined above (higher in the editor) the function from which you are calling them. Redefining a function that has already been defined above (or is a built-in function name) will cause an error.
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.
Example below:
void sum2(int a, int b, inout int result) {
result = a + b;
}
Note
Unlike GLSL, Godot's shader language does not support function overloading. This means
that a function cannot be defined several times with different argument types or numbers
of arguments. As a workaround, use different names for functions that accept a different
number of arguments or arguments of different types.Varyings ¶To send data from the vertex to the fragment (or light) 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.
shader_type spatial;varying vec3 some_color;void vertex() {
some_color = NORMAL; // Make the normal the color.
}void fragment() {
ALBEDO = some_color;
}void light() {
DIFFUSE_LIGHT = some_color * 100; // optionally
}
Varying can also be an array:
shader_type spatial;varying float var_arr[3];void vertex() { var_arr[0] = 1.0; var_arr[1] = 0.0; }
void fragment() { ALBEDO = vec3(var_arr[0], var_arr[1], var_arr[2]); // red color }
It's also possible to send data from fragment to light processors using varying keyword. To do so you can assign it in the fragment and later use it in the light function.
shader_type spatial;
varying vec3 some_light;
void fragment() { some_light = ALBEDO * 100.0; // Make a shining light. }
void light() { DIFFUSE_LIGHT = some_light; }
Note that varying may not be assigned in custom functions or a light processor function like:
shader_type spatial;
varying float test;
void foo() { test = 0.0; // Error. }
void vertex() { test = 0.0; }
void light() { test = 0.0; // Error too. }
This limitation was introduced to prevent incorrect usage before initialization.
Interpolation qualifiers ¶
Certain values are interpolated during the shading pipeline. You can modify how these interpolations are done by using interpolation qualifiers.
shader_type spatial;
varying flat vec3 our_color;
void vertex() { our_color = COLOR.rgb; }
void fragment() { ALBEDO = our_color; }
There are two possible interpolation qualifiers:
Qualifier Descriptionflat The value is not interpolated.smooth The value is interpolated in a perspective-correct fashion. This is the
default.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.
shader_type spatial;
uniform float some_value;
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.
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, and how the editor should allow users to modify it.
shader_type spatial;
uniform vec4 color : hint_color; 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.
Full list of hints below:
Type Hint Descriptionvec4 hint_color Used as color.int, float hint_range(min, max[,
step])Restricted to values in a range (with min/
max/step).sampler2D hint_albedo Used as albedo color, default white.sampler2D hint_black_albedo Used as albedo color, default black.sampler2D hint_normal Used as normalmap.sampler2D hint_white As value, default to white.sampler2D hint_black As value, default to blacksampler2D 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 type GLSL typebool boolint intGDScript type GLSL typefloat floatVector2 vecVector3 vecColor vecTransform matTransform2D matNote
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:
shader_type spatial;uniform vec4 some_vector = vec4(0.0);
uniform vec4 some_color : hint_color = vec4(1.0);A large number of built-in variables are available, like UV, COLOR and VERTEX. What
variables are available depends on the type of shader (spatial, canvas_item or
particle) and the function used (vertex, fragment or light). For a list of the build-in
variables that are available, please see the corresponding pages:- Spatial shaders
- Canvas item shaders
- Particle shaders
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.Function DescriptionFunction Descriptionvec_type radians (vec_type degrees) Convert degrees to radians
vec_type degrees (vec_type radians) Convert radians to degrees
vec_type sin (vec_type x) Sine
vec_type cos (vec_type x) Cosine
vec_type tan (vec_type x) Tangent
vec_type asin (vec_type x) Arcsine
vec_type acos (vec_type x) Arccosine
vec_type atan (vec_type y_over_x) Arctangent
vec_type atan (vec_type y, vec_type x) Arctangent to convert vector to angle
vec_type sinh (vec_type x) Hyperbolic sine
vec_type cosh (vec_type x) Hyperbolic cosine
vec_type tanh (vec_type x) Hyperbolic tangent
vec_type asinh (vec_type x) Inverse hyperbolic sine
vec_type acosh (vec_type x) Inverse hyperbolic cosine
vec_type atanh (vec_type x) Inverse hyperbolic tangent
vec_type pow (vec_type x, vec_type y) Power (undefined if x < 0 or if x = 0 and y <= 0)
vec_type exp (vec_type x) Base-e exponential
vec_type exp2 (vec_type x) Base-2 exponential
vec_type log (vec_type x) Natural logarithm
Function Descriptionvec_type log2 (vec_type x) Base-2 logarithm
vec_type sqrt (vec_type x) Square root
vec_type inversesqrt (vec_type x) Inverse square root
vec_type abs (vec_type x) Absolute
ivec_type abs (ivec_type x) Absolute
vec_type sign (vec_type x) Sign
ivec_type sign (ivec_type x) Sign
vec_type floor (vec_type x) Floor
vec_type round (vec_type x) Round
vec_type roundEven (vec_type x) Round to the nearest even number
vec_type trunc (vec_type x) Truncation
vec_type ceil (vec_type x) Ceil
vec_type fract (vec_type x) Fractional
vec_type mod (vec_type x, vec_type y) Remainder
vec_type mod (vec_type x , float y) Remainder
vec_type modf (vec_type x, out vec_type i) Fractional of x, with i as integer part
vec_type min (vec_type a, vec_type b) Minimum
vec_type max (vec_type a, vec_type b) Maximum
vec_type clamp (vec_type x, vec_type min, vec_type max)
Clamp to min..maxFunction Descriptionfloat mix (float a, float b, float c) Linear interpolate
vec_type mix (vec_type a, vec_type b, float c) Linear interpolate (scalar coefficient)
vec_type mix (vec_type a, vec_type b, vec_type c)
Linear interpolate (vector
coefficient)vec_type mix (vec_type a, vec_type b, bvec_type c)
Linear interpolate (boolean-vector
selection)vec_type step (vec_type a, vec_type b) b[i] < a[i]? 0.0 : 1.
vec_type step (float a, vec_type b) b[i] < a? 0.0 : 1.
vec_type smoothstep (vec_type a, vec_type b, vec_type c)
Hermite interpolatevec_type smoothstep (float a, float b, vec_type c)
Hermite interpolatebvec_type isnan (vec_type x) Returns true if scalar or vector component is NaN
bvec_type isinf (vec_type x) Returns true if scalar or vector component is INF
ivec_type floatBitsToInt (vec_type x) Float->Int bit copying, no conversion
uvec_type floatBitsToUint (vec_type x) Float->UInt bit copying, no conversion
vec_type intBitsToFloat (ivec_type x) Int->Float bit copying, no conversion
vec_type uintBitsToFloat (uvec_type x) UInt->Float bit copying, no conversion
float length (vec_type x) Vector length
Function Descriptionfloat distance (vec_type a, vec_type b) Distance between vectors i.e length(a - b)
float dot (vec_type a, vec_type b) Dot product
vec3 cross (vec3 a, vec3 b) Cross product
vec_type normalize (vec_type x) Normalize to unit length
vec3 reflect (vec3 I, vec3 N) Reflect
vec3 refract (vec3 I, vec3 N, float eta) Refract
vec_type faceforward (vec_type N, vec_type I, vec_type Nref)
If dot(Nref, I) < 0, return N,
otherwise –Nmat_type matrixCompMult (mat_type x, mat_type y)
Matrix component multiplicationmat_type outerProduct (vec_type column, vec_type row)
Matrix outer productmat_type transpose (mat_type m) Transpose matrix
float determinant (mat_type m) Matrix determinant
mat_type inverse (mat_type m) Inverse matrix
bvec_type lessThan (vec_type x, vec_type y) Bool vector comparison on < int/ uint/float vectors
bvec_type greaterThan (vec_type x, vec_type y) Bool vector comparison on > int/ uint/float vectors
bvec_type lessThanEqual (vec_type x, vec_type y)
Bool vector comparison on <= int/
uint/float vectorsbvec_type greaterThanEqual (vec_type x, vec_type y)
Bool vector comparison on >= int/
uint/float vectorsFunction Descriptionbvec_type equal (vec_type x, vec_type y) Bool vector comparison on == int/ uint/float vectors
bvec_type notEqual (vec_type x, vec_type y) Bool vector comparison on != int/ uint/float vectors
bool any (bvec_type x) Any component is true
bool all (bvec_type x) All components are true
bvec_type not (bvec_type x) Invert boolean vector
ivec2 textureSize (sampler2D_type s, int lod) Get the size of a 2D texture
ivec3 textureSize (sampler2DArray_type s, int lod)
Get the size of a 2D texture arrayivec3 textureSize (sampler3D s, int lod) Get the size of a 3D texture
ivec2 textureSize (samplerCube s, int lod) Get the size of a cubemap texture
vec4_type texture (sampler2D_type s, vec2 uv [, float bias])
Perform a 2D texture readvec4_type texture (sampler2DArray_type s, vec3 uv [, float bias])
Perform a 2D texture array readvec4_type texture (sampler3D_type s, vec3 uv [, float bias])
Perform a 3D texture readvec4 texture (samplerCube s, vec3 uv [, float bias])
Perform a cubemap texture readvec4_type textureProj (sampler2D_type s, vec uv [, float bias])
Perform a 2D texture read with
projectionvec4_type textureProj (sampler2D_type s, vec uv [, float bias])
Perform a 2D texture read with
projectionFunction Descriptionvec4_type textureProj (sampler3D_type s, vec4 uv [, float bias])
Perform a 3D texture read with
projectionvec4_type textureLod (sampler2D_type s, vec2 uv, float lod)
Perform a 2D texture read at
custom mipmapvec4_type textureLod (sampler2DArray_type s, vec3 uv, float lod)
Perform a 2D texture array read at
custom mipmapvec4_type textureLod (sampler3D_type s, vec3 uv, float lod)
Perform a 3D texture read at
custom mipmapvec4 textureLod (samplerCube s, vec3 uv, float lod)
Perform a 3D texture read at
custom mipmapvec4_type textureProjLod (sampler2D_type s, vec3 uv, float lod)
Perform a 2D texture read with
projection/LODvec4_type textureProjLod (sampler2D_type s, vec4 uv, float lod)
Perform a 2D texture read with
projection/LODvec4_type textureProjLod (sampler3D_type s, vec4 uv, float lod)
Perform a 3D texture read with
projection/LODvec4_type texelFetch (sampler2D_type s, ivec2 uv, int lod)
Fetch a single texel using integer
coordinatesvec4_type texelFetch (sampler2DArray_type s, ivec3 uv, int lod)
Fetch a single texel using integer
coordinatesvec4_type texelFetch (sampler3D_type s, ivec3 uv, int lod)
Fetch a single texel using integer
coordinatesvec_type dFdx (vec_type p) Derivative in x using local differencing
vec_type dFdy (vec_type p) Derivative in y using local differencing
Function Descriptionvec_type fwidth (vec_type p) Sum of absolute derivative in x and y