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.

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.

Data types

Most GLSL ES 3.0 datatypes are supported:

Type Description
void 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.
uvec2 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.
isampler3D 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[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

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; // Order does not matter.
vec3 b = a.xyz; // Also rgba, xyzw are equivalent.
float c = b.w; // Invalid, because "w" is not present in vec3 b.

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 0-1
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.

Keep in mind that some architectures (mainly mobile) benefit a lot from this, but are also restricted (conversion between precisions has a cost). Please read the relevant documentation on the target architecture to find out more. In all honesty though, mobile drivers are buggy, so, to stay out of trouble, make simple shaders without specifying precision unless you really need to.

Operators

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
1 (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 ||

Flow control

Godot Shading language supports the most common types of flow control:

// if and else
if (cond) {

} else {

}

// for loops
for (int i = 0; i < 10; i++) {

}

// while
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!

Discarding

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:

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.

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;
}

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.

shader_type spatial;

varying vec3 some_color;
void vertex() {
    some_color = NORMAL; // Make the normal the color.
}

void fragment() {
    ALBEDO = some_color;
}

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 Description
flat 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.

shader_type spatial;

uniform vec4 color : hint_color;
uniform float amount : hint_range(0, 1);
uniform vec4 other_color : hint_color = vec4(1.0);

Full list of hints below:

Type Hint Description
vec4 hint_color Used as color
int, float hint_range(min,max [,step] ) Used as 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 black
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 type GLSL type
bool bool
int int
float float
Vector2 vec2
Vector3 vec3
Color vec4
Transform mat4
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 behaviour.

As Godot’s 3D engine renders in linear color space, it’s important to understand that textures that are supplied as color (i.e. albedo) need to be specified as such for proper sRGB->linear conversion.

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);

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.

Note

For a list of the functions that are not available in the GLES2 backend, please see the Differences between GLES2 and GLES3 doc.

Function Description
vec_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 ) Arc-Sine
vec_type acos ( vec_type x ) Arc-Cosine
vec_type atan ( vec_type y_over_x ) Arc-Tangent
vec_type atan ( vec_type y, vec_type x ) Arc-Tangent 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
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
vec_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 nearest even
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 has 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-Max
vec_type mix ( float a, float b, float c ) Linear Interpolate
vec_type mix ( vec_type a, vec_type b, float c ) Linear Interpolate (Scalar Coef.)
vec_type mix ( vec_type a, vec_type b, vec_type c ) Linear Interpolate (Vector Coef.)
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 : 1.0
vec_type step ( float a, vec_type b) b[i] < a ? 0.0 : 1.0
vec_type smoothstep ( vec_type a, vec_type b, vec_type c ) Hermite Interpolate
vec_type smoothstep ( float a, float b, vec_type c ) Hermite Interpolate
bvec_type isnan ( vec_type x ) Scalar, or vector component being NaN
bvec_type isinf ( vec_type x ) Scalar, or vector component being 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
float 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 –N
mat_type matrixCompMult ( mat_type x, mat_type y ) Matrix Component Multiplication
mat_type outerProduct ( vec_type column, vec_type row ) Matrix Outer Product
mat_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 cmp on < int/uint/float vectors
bvec_type greaterThan ( vec_type x, vec_type y ) Bool vector cmp on > int/uint/float vectors
bvec_type lessThanEqual ( vec_type x, vec_type y ) Bool vector cmp on <= int/uint/float vectors
bvec_type greaterThanEqual ( vec_type x, vec_type y ) Bool vector cmp on >= int/uint/float vectors
bvec_type equal ( vec_type x, vec_type y ) Bool vector cmp on == int/uint/float vectors
bvec_type notEqual ( vec_type x, vec_type y ) Bool vector cmp 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 array
ivec3 textureSize ( sampler3D s, int lod ) Get the size of a 3D texture
ivec2 textureSize ( samplerCube s, int lod ) Get the size of a Cube texture
vec4_type texture ( sampler2D_type s, vec2 uv [, float bias] ) Perform a 2D texture read
vec4_type texture ( sampler2DArray_type s, vec3 uv [, float bias] ) Perform a 2D texture array read
vec4_type texture ( sampler3D_type s, vec3 uv [, float bias] ) Perform a 3D texture read
vec4 texture ( samplerCube s, vec3 uv [, float bias] ) Perform an Cube texture read
vec4_type textureProj ( sampler2D_type s, vec3 uv [, float bias] ) Perform a 2D texture read with projection
vec4_type textureProj ( sampler2D_type s, vec4 uv [, float bias] ) Perform a 2D texture read with projection
vec4_type textureProj ( sampler3D_type s, vec4 uv [, float bias] ) Perform a 3D texture read with projection
vec4_type textureLod ( sampler2D_type s, vec2 uv, float lod ) Perform a 2D texture read at custom mipmap
vec4_type textureLod ( sampler2DArray_type s, vec3 uv, float lod ) Perform a 2D texture array read at custom mipmap
vec4_type textureLod ( sampler3D_type s, vec3 uv, float lod ) Perform a 3D texture read at custom mipmap
vec4 textureLod ( samplerCube s, vec3 uv, float lod ) Perform a 3D texture read at custom mipmap
vec4_type textureProjLod ( sampler2D_type s, vec3 uv, float lod ) Perform a 2D texture read with projection/lod
vec4_type textureProjLod ( sampler2D_type s, vec4 uv, float lod ) Perform a 2D texture read with projection/lod
vec4_type textureProjLod ( sampler3D_type s, vec4 uv, float lod ) Perform a 3D texture read with projection/lod
vec4_type texelFetch ( sampler2D_type s, ivec2 uv, int lod ) Fetch a single texel using integer coords
vec4_type texelFetch ( sampler2DArray_type s, ivec3 uv, int lod ) Fetch a single texel using integer coords
vec4_type texelFetch ( sampler3D_type s, ivec3 uv, int lod ) Fetch a single texel using integer coords
vec_type dFdx ( vec_type p ) Derivative in x using local differencing
vec_type dFdy ( vec_type p ) Derivative in y using local differencing
vec_type fwidth ( vec_type p ) Sum of absolute derivative in x and y