@@ -377,3 +377,64 @@ shaders.
377377 GPU separately, which lets you compare how a similar algorithm can be
378378 implemented in two different ways (with the GPU implementation being faster
379379 in most cases).
380+
381+ Includes Database
382+ -----------------
383+ .. warning ::
384+
385+ The feature is exprimental.
386+
387+ More files are added in the future.
388+
389+ Godot provides some shader includes through ``ShaderIncludeDB `` class. Include
390+ operation is done automatically by Godot. They are **not ** files in our
391+ system.
392+
393+ To see what headers are available, use ``ShaderIncludeDB.list_built_in_include_files ``
394+ . The source code of these files can be found in Godot's Git repository.
395+
396+ The example below includes "godot/scene_data_inc.glsl" which defines ``SceneData ``
397+ structure. Uniform ``SceneDataBlock `` corresponce to buffer got from
398+ ``p_render_data.get_render_scene_data() ``. Shader uses ``time `` in ``SceneData ``
399+ to create ``CompositorEffect `` that colours the screens with changing shades.
400+ Include needs ``MAX_VIEWS `` to be defined.
401+
402+ .. code-block :: glsl
403+
404+ #[compute]
405+ #version 450
406+
407+ #define MAX_VIEWS 2
408+ #include "godot/scene_data_inc.glsl"
409+
410+ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
411+
412+ layout(set = 0, binding = 0, std140) uniform SceneDataBlock {
413+ SceneData data;
414+ SceneData prev_data;
415+ } scene_data_block;
416+
417+ layout(rgba16f, set = 0, binding = 1) uniform image2D color_image;
418+
419+ void main(){
420+ ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
421+
422+ vec4 color = imageLoad(color_image, uv);
423+
424+ color.x = sin(scene_data_block.data.time) / 2 + 0.5;
425+ color.y = 0.5 - cos(scene_data_block.prev_data.time) / 4;
426+
427+ imageStore(color_image, uv, color);
428+ }
429+
430+ In ``_render_callback `` you can bind scene data to a uniform.
431+
432+ .. tabs ::
433+ .. code-tab :: gdscript GDScript
434+
435+ var scene_data_buffers: RID = p_render_data.get_render_scene_data().get_uniform_buffer();
436+ var uniform = RDUniform.new()
437+ uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER;
438+ uniform.binding = 0;
439+ uniform.add_id(scene_data_buffers);
440+
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