Real actual GLSL shader support #9817
Replies: 4 comments 28 replies
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Are you talking about using glsl instead of gdshader in the existing pipeline, or about doing your own rendering from scratch? |
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Well at a glance it's already available
Because those old techniques are complicated. It'd be easiest to get it working with straight OpenGL and then port to Godot. |
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Moving to discussion, as there is no concrete technical implementation provided. Note that there are already numerous proposals about making the renderer more flexible without giving up on usability (which is the main reason why GLSL is not recommended as the default option):
As per the Best practices for engine contributors, Godot prefers offering tailored solutions to each problem, as opposed to big and flexible solutions that can be difficult to work with (including for basic use cases). |
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Alright, Ive spent a little time and looked into the details of what Im actually asking for here. Sorry if I came off as rude. So I think asking for a way to get internal buffer RIDs without c++ would be a better more reasonable request, assuming Ive not missed a way to do that. |
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Describe the project you are working on
A 3D game that I want to resemble a PS2 game.
Describe the problem or limitation you are having in your project
..So many limitations for such a simple visual style. It basically cant be done. Cant do accumulation motion blur without a hacky renderingdevice glsl workaround someone made, can't do stencil shadows without using someone's outdated stencil branch. Have also had a ton of trouble with rendering modes, alpha scissoring, attuentation/shadowmaps, it just sucks.
..Why am I sat here struggling to achieve rendering techniques from over 20 years ago, at this point for over 4 years? I seriously hate the godot shader language with a passion, it feels like a toy, its just barely good enough to do what I want about 60% of the time.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
GLSL shaders. Just, real glsl shaders. Theyd be so much more flexible from my understanding, and Im sure many of us intermediate/advanced users would be more than okay with the extra required effort to get them working.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Ideally just a GLSL option on shadermaterials.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No idea. Renderingdevice is all I can think of, but last I checked thats super undocumented and might even be more difficult than this. Not like Im unwilling to learn new things, but.. well, Id refer to this issue.
Is there a reason why this should be core and not an add-on in the asset library?
Self explanatory
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