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Copy file name to clipboardExpand all lines: tutorials/shaders/compute_shaders.rst
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The feature is experimental.
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Godot provides some shader includes through ``ShaderIncludeDB`` class. Include
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Godot provides some shader includes through the ``ShaderIncludeDB`` class. The include
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operation is done automatically by Godot. Shader includes are **not** files in
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our system.
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imageStore(screen, uv, color);
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}
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The example includes ``godot/scene_data_inc.glsl``, which defines ``SceneData``
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data structure. ``SceneData`` needs ``MAX_VIEWS`` for some of its' members.
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Uniform ``SceneDataBlock`` correspondence to buffer got from
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The example includes ``godot/scene_data_inc.glsl``, which defines the ``SceneData``
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data structure. ``SceneData`` needs ``MAX_VIEWS`` for some of its members.
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The ``SceneDataBlock`` uniform corresponds to the buffer got from
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``p_render_data.get_render_scene_data()``. In ``_render_callback``, you can
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bind scene data to a uniform.
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uniform.binding = 0;
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uniform.add_id(scene_data_buffers);
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Shader uses ``SceneDataBlock.data`` members ``viewport_size`` and ``time``
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counter. Member ``viewport`` is currently the viewport's size. It is used to
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calculate the centre of the screen. Counter ``time`` is an analogue of time
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since the start of the game. It is used to make pulsating animation.
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The shader uses the ``SceneDataBlock.data`` members ``viewport_size`` and ``time``. The ``viewport`` member is the viewport's current size. It is used to
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calculate the center of the screen. The ``time`` counter represents the time
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since the start of the game. It is used to make a pulsating animation.
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