Up to date
This page is up to date for Redot 4.3
.
If you still find outdated information, please create an issue.
Converting GLSL to Redot shaders¶
This document explains the differences between Redot's shading language and GLSL and gives practical advice on how to migrate shaders from other sources, such as Shadertoy and The Book of Shaders, into Redot shaders.
For detailed information on Redot's shading language, please refer to the Shading Language reference.
GLSL¶
Redot uses a shading language based on GLSL with the addition of a few quality-of-life features. Accordingly, most features available in GLSL are available in Redot's shading language.
Shader programs¶
In GLSL, each shader uses a separate program. You have one program for the
vertex shader and one for the fragment shader. In Redot, you have a single
shader that contains a vertex
and/or a fragment
function. If you only
choose to write one, Redot will supply the other.
Redot allows uniform variables and functions to be shared by defining the fragment and vertex shaders in one file. In GLSL, the vertex and fragment programs cannot share variables except when varyings are used.
Vertex attributes¶
In GLSL, you can pass in per-vertex information using attributes and have the
flexibility to pass in as much or as little as you want. In Redot, you have a
set number of input attributes, including VERTEX
(position), COLOR
,
UV
, UV2
, NORMAL
. Each shaders' page in the shader reference section
of the documentation comes with a complete list of its vertex attributes.
gl_Position¶
gl_Position
receives the final position of a vertex specified in the vertex
shader. It is specified by the user in clip space. Typically, in GLSL, the model
space vertex position is passed in using a vertex attribute called position
and you handle the conversion from model space to clip space manually.
In Redot, VERTEX
specifies the vertex position in model space at the
beginning of the vertex
function. Redot also handles the final conversion to
clip space after the user-defined vertex
function is run. If you want to
skip the conversion from model to view space, you can set the render_mode
to
skip_vertex_transform
. If you want to skip all transforms, set
render_mode
to skip_vertex_transform
and set the PROJECTION_MATRIX
to mat4(1.0)
in order to nullify the final transform from view space to clip
space.
Varyings¶
Varyings are a type of variable that can be passed from the vertex shader to the
fragment shader. In modern GLSL (3.0 and up), varyings are defined with the
in
and out
keywords. A variable going out of the vertex shader is
defined with out
in the vertex shader and in
inside the fragment shader.
Main¶
In GLSL, each shader program looks like a self-contained C-style program.
Accordingly, the main entry point is main
. If you are copying a vertex
shader, rename main
to vertex
and if you are copying a fragment shader,
rename main
to fragment
.
Macros¶
The Redot shader preprocessor supports the following macros:
#define
/#undef
#if
,#elif
,#else
,#endif
,defined()
,#ifdef
,#ifndef
#include
(only.gdshaderinc
files and with a maximum depth of 25)#pragma disable_preprocessor
, which disables preprocessing for the rest of the file
Variables¶
GLSL has many built-in variables that are hard-coded. These variables are not uniforms, so they are not editable from the main program.
Variable |
Type |
Equivalent |
Description |
---|---|---|---|
gl_FragColor |
out vec4 |
COLOR |
Output color for each pixel. |
gl_FragCoord |
vec4 |
FRAGCOORD |
For full screen quads. For smaller quads, use UV. |
gl_Position |
vec4 |
VERTEX |
Position of Vertex, output from Vertex Shader. |
gl_PointSize |
float |
POINT_SIZE |
Size of Point primitive. |
gl_PointCoord |
vec2 |
POINT_COORD |
Position on point when drawing Point primitives. |
gl_FrontFacing |
bool |
FRONT_FACING |
True if front face of primitive. |
Coordinates¶
gl_FragCoord
in GLSL and FRAGCOORD
in the Redot shading language use the
same coordinate system. If using UV in Redot, the y-coordinate will be flipped
upside down.
Precision¶
In GLSL, you can define the precision of a given type (float or int) at the top
of the shader with the precision
keyword. In Redot, you can set the
precision of individual variables as you need by placing precision qualifiers
lowp
, mediump
, and highp
before the type when defining the variable.
For more information, see the Shading Language
reference.
Shadertoy¶
Shadertoy is a website that makes it easy to write fragment shaders and create pure magic.
Shadertoy does not give the user full control over the shader. It handles all the input and uniforms and only lets the user write the fragment shader.
Types¶
Shadertoy uses the webgl spec, so it runs a slightly different version of GLSL. However, it still has the regular types, including constants and macros.
mainImage¶
The main point of entry to a Shadertoy shader is the mainImage
function.
mainImage
has two parameters, fragColor
and fragCoord
, which
correspond to COLOR
and FRAGCOORD
in Redot, respectively. These
parameters are handled automatically in Redot, so you do not need to include
them as parameters yourself. Anything in the mainImage
function should be
copied into the fragment
function when porting to Redot.
Variables¶
In order to make writing fragment shaders straightforward and easy, Shadertoy handles passing a lot of helpful information from the main program into the fragment shader for you. A few of these have no equivalents in Redot because Redot has chosen not to make them available by default. This is okay because Redot gives you the ability to make your own uniforms. For variables whose equivalents are listed as "Provide with Uniform", users are responsible for creating that uniform themselves. The description gives the reader a hint about what they can pass in as a substitute.
Variable |
Type |
Equivalent |
Description |
---|---|---|---|
fragColor |
out vec4 |
COLOR |
Output color for each pixel. |
fragCoord |
vec2 |
FRAGCOORD.xy |
For full screen quads. For smaller quads, use UV. |
iResolution |
vec3 |
1.0 / SCREEN_PIXEL_SIZE |
Can also pass in manually. |
iTime |
float |
TIME |
Time since shader started. |
iTimeDelta |
float |
Provide with Uniform |
Time to render previous frame. |
iFrame |
float |
Provide with Uniform |
Frame number. |
iChannelTime[4] |
float |
Provide with Uniform |
Time since that particular texture started. |
iMouse |
vec4 |
Provide with Uniform |
Mouse position in pixel coordinates. |
iDate |
vec4 |
Provide with Uniform |
Current date, expressed in seconds. |
iChannelResolution[4] |
vec3 |
1.0 / TEXTURE_PIXEL_SIZE |
Resolution of particular texture. |
iChanneli |
Sampler2D |
TEXTURE |
Redot provides only one built-in; user can make more. |
Coordinates¶
fragCoord
behaves the same as gl_FragCoord
in GLSL and FRAGCOORD
in Redot.
The Book of Shaders¶
Similar to Shadertoy, The Book of Shaders provides access to a fragment shader in the web browser, with which the user may interact. The user is restricted to writing fragment shader code with a set list of uniforms passed in and with no ability to add additional uniforms.
For further help on porting shaders to various frameworks generally, The Book of Shaders provides a page on running shaders in various frameworks.
Types¶
The Book of Shaders uses the webgl spec, so it runs a slightly different version of GLSL. However, it still has the regular types, including constants and macros.
Main¶
The entry point for a Book of Shaders fragment shader is main
, just like in
GLSL. Everything written in a Book of Shaders main
function should be copied
into Redot's fragment
function.
Variables¶
The Book of Shaders sticks closer to plain GLSL than Shadertoy does. It also implements fewer uniforms than Shadertoy.
Variable |
Type |
Equivalent |
Description |
---|---|---|---|
gl_FragColor |
out vec4 |
COLOR |
Output color for each pixel. |
gl_FragCoord |
vec4 |
FRAGCOORD |
For full screen quads. For smaller quads, use UV. |
u_resolution |
vec2 |
1.0 / SCREEN_PIXEL_SIZE |
Can also pass in manually. |
u_time |
float |
TIME |
Time since shader started. |
u_mouse |
vec2 |
Provide with Uniform |
Mouse position in pixel coordinates. |
Coordinates¶
The Book of Shaders uses the same coordinate system as GLSL.