Godot: How does Godot 3.0 write 2D shader

Created on 4 Aug 2017  路  2Comments  路  Source: godotengine/godot

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How does Godot 3.0 write 2D shader? Where does the new shader syntax get help documentation?

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i've created a reference based on the sources (there are 3 sheets in doc)
https://docs.google.com/spreadsheets/d/1hBpkNor5-WUTKuiEP3Myo4wzleCWvqPqn1OLgOwFsmU/edit#gid=1226435562

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No documentation yet (as explained in the post about the alpha) but you can look here:
https://github.com/godotengine/godot/blob/772485cdb3a0b0003da6e174157680559fa2a59e/servers/visual/shader_types.cpp#L153

And maybe here too:
https://github.com/godotengine/godot/blob/e577c5b0705168177943fcdf9a0b66c1f8f864f3/drivers/gles3/shader_compiler_gles3.cpp

The error messages are better than on 2.x and has code completion too.

Basically, the shaders are now like:

shader_type canvas_item;

void vertex() {
}

void fragment() {
}

void light() {
}

in the same place.
You can find some examples in the demos repository (I think "screen space shaders" is working).

i've created a reference based on the sources (there are 3 sheets in doc)
https://docs.google.com/spreadsheets/d/1hBpkNor5-WUTKuiEP3Myo4wzleCWvqPqn1OLgOwFsmU/edit#gid=1226435562

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