Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Texture blit shaders

Texture blit shaders are used to define the behavior of blit calls on a DrawableTexture2D.

Texture blit shaders only have one processing function, the blit() function, which runs for every pixel of the source texture inside the rect given to blit_rect().

See also

See Using DrawableTextures for more information on how to use texture blit shaders as part of a DrawableTexture.

Render modes

Render mode

Description

blend_mix

Mix blend mode (alpha is transparency), default.

blend_add

Additive blend mode.

blend_sub

Subtractive blend mode.

blend_mul

Multiplicative blend mode.

blend_disabled

Disable blending, values (including alpha) are written as-is.

Note

There is no premultiplied alpha blend mode for Texture blit shaders.

Built-ins

Values marked as in are read-only. Values marked as out can optionally be written to and will not necessarily contain sensible values. Values marked as inout provide a sensible default value, and can optionally be written to. Samplers cannot be written to so they are not marked.

Global built-ins

Global built-ins are available everywhere, including custom functions.

Built-in

Description

in float TIME

Global time since the engine has started, in seconds. It repeats after every 3,600 seconds (which can be changed with the rollover setting). It's affected by time_scale but not by pausing. If you need a TIME variable that is not affected by time scale, add your own global shader uniform and update it each frame.

in float PI

A PI constant (3.141592). The ratio of a circle's circumference to its diameter and the number of radians in a half turn.

in float TAU

A TAU constant (6.283185). An equivalent of PI * 2 and amount of radians in full turn.

in float E

An E constant (2.718281). Euler's number and a base of the natural logarithm.

Blit built-ins

Source textures

Texture blit shaders have up to 4 source textures bound as inputs. These can be accessed with a sampler2D using hint_blit_source0, hint_blit_source1, hint_blit_source2, and hint_blit_source3.

Built-in

Description

in vec4 FRAGCOORD

Coordinate of pixel center. In screen space. xy specifies position in viewport. Upper-left of the viewport is the origin, (0.0, 0.0).

in vec2 UV

UV from the vertex() function. This is set to sample all of a source texture.

in vec4 MODULATE

MODULATE color passed in by RenderingServer API.

out vec4 COLOR0

Output color to blended with the DrawableTexture target. Initialized to (0.0, 0.0, 0.0, 0.0).

out vec4 COLOR1

Output color to blended with an extra DrawableTexture target. Initialized to (0.0, 0.0, 0.0, 0.0).

out vec4 COLOR2

Output color to blended with an extra DrawableTexture target. Initialized to (0.0, 0.0, 0.0, 0.0).

out vec4 COLOR3

Output color to blended with an extra DrawableTexture target. Initialized to (0.0, 0.0, 0.0, 0.0).


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