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- .. _doc_screen-reading_shaders:
- Screen-reading shaders
- ======================
- Introduction
- ~~~~~~~~~~~~
- It is often desired to make a shader that reads from the same
- screen to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very
- difficult because of internal hardware limitations. GPUs are extremely
- parallel, so reading and writing causes all sorts of cache and coherency
- problems. As a result, not even the most modern hardware supports this
- properly.
- The workaround is to make a copy of the screen, or a part of the screen,
- to a back-buffer and then read from it while drawing. Godot provides a
- few tools that make this process easy.
- SCREEN_TEXTURE built-in texture
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Godot :ref:`doc_shading_language` has a special texture, ``SCREEN_TEXTURE`` (and ``DEPTH_TEXTURE`` for depth, in the case of 3D).
- It takes as argument the UV of the screen and returns a vec3 RGB with the color. A
- special built-in varying: SCREEN_UV can be used to obtain the UV for
- the current fragment. As a result, this simple canvas_item fragment shader:
- .. code-block:: glsl
- void fragment() {
- COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
- }
- results in an invisible object, because it just shows what lies behind.
- The reason why textureLod must be used is because, when Godot copies back
- a chunk of the screen, it also does an efficient separatable gaussian blur to its mipmaps.
- This allows for not only reading from the screen, but reading from it with different amounts
- of blur at no cost.
- .. note::
- Mipmaps are not generated in GLES2 due to poor performance and compatibility with older
- devices.
- SCREEN_TEXTURE example
- ~~~~~~~~~~~~~~~~~~~~~~
- ``SCREEN_TEXTURE`` can be used for many things. There is a
- special demo for *Screen Space Shaders*, that you can download to see
- and learn. One example is a simple shader to adjust brightness, contrast
- and saturation:
- .. code-block:: glsl
- shader_type canvas_item;
- uniform float brightness = 1.0;
- uniform float contrast = 1.0;
- uniform float saturation = 1.0;
- void fragment() {
- vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
- c.rgb = mix(vec3(0.0), c.rgb, brightness);
- c.rgb = mix(vec3(0.5), c.rgb, contrast);
- c.rgb = mix(vec3(dot(vec3(1.0), c.rgb) * 0.33333), c.rgb, saturation);
- COLOR.rgb = c;
- }
- Behind the scenes
- ~~~~~~~~~~~~~~~~~
- While this seems magical, it's not. In 2D, the ``SCREEN_TEXTURE`` built-in, when
- first found in a node that is about to be drawn, does a full-screen
- copy to a back-buffer. Subsequent nodes that use it in
- shaders will not have the screen copied for them, because this ends up
- being inefficient. In 3D, the screen is copied after the opaque geometry pass,
- but before the transparent geometry pass, so transparent objects will not be
- captured in the ``SCREEN_TEXTURE``.
- As a result, in 2D, if shaders that use ``SCREEN_TEXTURE`` overlap, the second one
- will not use the result of the first one, resulting in unexpected
- visuals:
- .. image:: img/texscreen_demo1.png
- In the above image, the second sphere (top right) is using the same
- source for ``SCREEN_TEXTURE`` as the first one below, so the first one
- "disappears", or is not visible.
- In 2D, this can be corrected via the :ref:`BackBufferCopy <class_BackBufferCopy>`
- node, which can be instantiated between both spheres. BackBufferCopy can work by
- either specifying a screen region or the whole screen:
- .. image:: img/texscreen_bbc.png
- With correct back-buffer copying, the two spheres blend correctly:
- .. image:: img/texscreen_demo2.png
- .. warning:
- Materials that use ``SCREEN_TEXTURE`` are considered transparent themselves and
- will not appear in the resulting ``SCREEN_TEXTURE`` of other materials.
- If you plan to instance a scene that uses a material with ``SCREEN_TEXTURE``,
- you will need to use a BackBufferCopy node.
- In 3D, there is less flexibility to solve this particular issue because the
- ``SCREEN_TEXTURE`` is only captured once. Be careful when using
- ``SCREEN_TEXTURE`` in 3D as it won't capture transparent objects and may capture
- some opaque objects that are in front of the object.
- You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport <class_Viewport>`
- with a camera in the same position as your object, and then use the
- :ref:`Viewport's <class_Viewport>` texture instead of ``SCREEN_TEXTURE``.
- Back-buffer logic
- ~~~~~~~~~~~~~~~~~
- So, to make it clearer, here's how the backbuffer copying logic works in
- Godot:
- - If a node uses the ``SCREEN_TEXTURE``, the entire screen is copied to the
- back buffer before drawing that node. This only happens the first
- time; subsequent nodes do not trigger this.
- - If a BackBufferCopy node was processed before the situation in the
- point above (even if ``SCREEN_TEXTURE`` was not used), the behavior
- described in the point above does not happen. In other words,
- automatic copying of the entire screen only happens if ``SCREEN_TEXTURE`` is
- used in a node for the first time and no BackBufferCopy node (not
- disabled) was found before in tree-order.
- - BackBufferCopy can copy either the entire screen or a region. If set
- to only a region (not the whole screen) and your shader uses pixels
- not in the region copied, the result of that read is undefined
- (most likely garbage from previous frames). In other words, it's
- possible to use BackBufferCopy to copy back a region of the screen
- and then use ``SCREEN_TEXTURE`` on a different region. Avoid this behavior!
- DEPTH_TEXTURE
- ~~~~~~~~~~~~~
- For 3D shaders, it's also possible to access the screen depth buffer. For this,
- the ``DEPTH_TEXTURE`` built-in is used. This texture is not linear; it must be
- converted via the inverse projection matrix.
- The following code retrieves the 3D position below the pixel being drawn:
- .. code-block:: glsl
- void fragment() {
- float depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;
- vec4 upos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
- vec3 pixel_position = upos.xyz / upos.w;
- }
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