I mean Godot 3's shading language is look like GLSL, right? Why don't use that library instant? If shading language look like Python(GDScript), it would make sense. I know that it make shader programmers work easier without learn new engine specific language syntax.
Why Godot use custom shading language?
5 days later
There are a few advantages the Godot Shading Language has in comparison to GLSL: 1. fragment and vertex shaders are strictly separated but still use the same file 2. easy handling of shader types and render modes (e.g. the particles shader type and the light processor which would be a pain in the a** in GLSL) 3. ton of built in variables e.g. camera matrices, SCREEN_PIXEL_SIZE, etc.
- Edited
- fragment and vertex shaders are strictly separated but still use the same file
Note that this can also be achieved in GLSL with some preprocessing. In fact, Godot's own GLSL shaders are written like that.
@Calinou said: Note that this can also be achieved in GLSL with some preprocessing. In fact, Godot's own GLSL shaders are written like that.
Yes, of course, but it requires extra work programming a preprocessor.
2 years later
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