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Shaders in MagicaVoxel
Shader files are written in OpenGL Shader Language (GLSL), version 1.10. The Book of Shaders is a good beginners guide to the shader language.
Each shader has a map
function which is executed once per voxel:
- It receives the location of the voxel as its only parameter
- Should return a float between
0.0
and255.0
representing the voxel color in the palette.
For example, the following shader will fill the entire volume with voxels colored from palette index 1
.
// xs_begin
// author : '@lachlanmcdonald'
// xs_end
float map(vec3 v) {
return 1.0;
}
- Shaders must contain the header (
xs_begin
andxs_end
), even if there are no parameters. -
author
is optional. Whilst there is no standard for it value, a URL or Twitter handle is customary. - As shaders return a
float
, the value is rounded-up. For instance,0.4999
will result in a voxel palette of1.0
. - Return values are clamped between
0.0
and255.0
, so it is safe to return a value outside of this range.
Note that the shaders use the term arg (short for argument) when referring to the shader inputs you see within the UI.
However, to avoid confusion between a shader argument and a function argument (in the shader itself), shader arguments are instead referred as a parameter throughout this documentation.
- All parameters are passed through to the shader as a
float
. - The order that the arg tags are defined is the order that they appear within the UI.
- As of
0.99.7.0
, a shader can have up to 16 parameters. If a shader defines more than 16 parameters, the shader may not compile or the additional parameters will not be set.
Key | Description |
---|---|
name |
The label of the parameter as it appears within the UI. |
var |
Exposes the parameter as a variable. For instance, a var of m_size will expose the variable m_size throughout the shader. Any valid GLSL variable name is accepted, it is conventional to use snake-case and prefix the variable name with m_
|
range |
The minimum and maximum value accepted by the field, separated by a space. For instance, '0 100' would enforce a minimum and maximum value of 0 and 100 , respectively. If the user enters a value outside of this range, it will be clamped. |
value |
The default value of the parameter |
step |
The number to increase or decrease the value as the user scrubs the field. Users can still manually enter numbers which are not dividable by the step
|
precision |
The number of fractional digits allowed when entering a number. A value of 0 only accepts whole numbers. A value of 2 would allow numbers as small as 0.01
|
The following keys are deprecated but included for backward compatibility:
Key | Description |
---|---|
id |
The index of the parameter, used to populate i_args . Replaced by var . |
decimal |
Used to indicate whether the field should accept a whole (0 ) or fractional number (1 ). Regardless of this value, the field is always exposed to the shader as a float . This was replaced by the precision key to fix an issue where the field only accepted 1 significant digit, making it impossible to provide values smaller than 0.1 . |
MagicaVoxel provides shaders a number of variables which can be accessed by the shader during execution, these are:
Variable | Type | Purpose |
---|---|---|
i_volume_size |
vec3 |
Size of the volume (1-256) |
i_color_index |
float |
The selected color (0-255). This is provided for backward compatibility, as in later versions the user can select multiple colors |
i_num_color_sels |
int |
The number of selected colors |
i_axis |
vec3 |
The selected axis mode. Each component corresponds to the selected axis mode. If a mode is selected, the value will be 1.0 , otherwise it will be 0.0 . If all components are 0.0 or 1.0 , an axis-mode is not selected. |
i_mirror |
vec3 |
The selected mirror mode. Each component corresponds to the selected mirror mode. If a mode is selected, the value will be 1.0 , otherwise it will be 0.0 . If all components are 0.0 or 1.0 , an mirror mode is not selected. |
i_iter |
vec3 |
The current iteration, which is 0.0 unless the user has set a higher value when running the shader. This value only applies when the shader is run over the volume, and not used as a brush. |
- In previous versions of MagicaVoxel, prior to the introduction of the shader UI, shaders could only be executed via the console. MagicaVoxel provided the
i_args
variable (float[]
) with each index corresponding to the provided parameters. This is provided for backward compatibility but should not be used. Instead, parameters should be defined within the shader header and assigned to a variable usingvar
. - In previous versions of MagicaVoxel, these variables were written in camel-case not snake-case; i.e.
iArgs
instead ofi_args
. The camel-case variables are still provided for backward compatibility, but you should use the variables above to future-proof your shader.
MagicaVoxel also provides a number of additional functions:
Returns the color of the voxel at the position v
, in the range of 1-255
, or 0
if there is no voxel at that position. These correspond to the X, Y and Z coordinates shown in the toolbar of the MagicaVoxel editor.
- Providing an invalid position, such as one greater than the volume size, will return
0
-
voxel()
can only be called when the shader is run over the entire volume, otherwise it will always return0
(even when voxels are present)
Returns the k-th selected color.
- The first color is index
0
- The number of selected colors is defined by
i_num_color_sels
Returns information about the color the k-th index in the palette. The rgb
components correspond to the RGB values of the color, in the range of 0-1. The a
component appears to be unused.
Note: Vector components in GLSL can be accessed with either
xyzw
orrgba
. These behave identically but are useful to use when working with coordinates and textures/colors, respectively.
Some hardware will not allow the extension of internal functions with a different signature. For maximum portability, a function's name should never match an internal function.
For instance, the following code (which attempts to create a new version of mod
to work with only int
s) will not work on all systems:
// Error
int mod(int a, int b) {
return int(mod(float(a), float(b)));
}
Instead, it should be given a different name:
// Correct
int imod(int a, int b) {
return int(mod(float(a), float(b)));
}
Some hardware cannot coerce between int
and float
, and will require an explicit cast. You should always explicitly cast from int
to float
and vice versa.
i.e.
float a = 1.0;
int b = int(a * 2.0); // will work on all hardware
int b = a * 2.0; // will not work on all hardware
float c = 2 * 6; // will not work on all hardware
float c = float(2 * 6); // will work on all hardware
Similarly, a function must always return the expected return type (the value is not coerced):
float a() {
return 1; // will not work
}
float a() {
return float(1); // will work
}
The map
function is passed the centre-point of the voxel. So, a voxel as position 0
, 0
, 0
will be passed to the map
function as vec3(0.5, 0.5, 0.5)
.
If this is undesirable, you can floor the entire vec3
in one operation:
vec3 v = floor(v);
The shader is run once per voxel in the volume or brush, in a non-specified order. As such, no data is shared between each execution of the shader and voxel()
will always refer to the original model.
For example, b()
must be defined before a()
, or it will not be defined when a()
tries to call it.
float b() {
return 1.0;
}
float a() {
return b();
}
float map(vec3 v) {
return a();
}
There are platform-dependant limits on the size of arrays. When an array size exceeds this limit, MagicaVoxel won't display an error and voxels will not be added by the shader. However, in some circumstances random voxels will appear.
It is best to initialise arrays with fewer than 255 elements.
voxel()
will return 0.0
when addressing beyond the volume size. Therefore, it is not necessary to check whether the co-ordinates are out-of-bounds before calling voxel
.
voxel(500.0, 500.0, 500.0); // 0.0
voxel(-1.0, -1.0, -1.0); // 0.0
MagicaVoxel's Marquee tool (where you can select voxels to limit your drawing) also applies to shaders. Shaders can only access the selected voxels. MagicaVoxel treats unselected voxels the same as an empty location, having a index of 0.0
, which can cause issues with shaders which rely on checking adjacent voxels.
no_axis_mode
will be true
when no axis modes are set, false
otherwise.
bool no_axis_mode = all(equal(ivec3(i_axis), ivec3(0)));
bvec3 axis_mode = equal(ivec3(i_axis), ivec3(1));
axis_mode
is a bvec3
indicating which axis mode is set.
For example: axis_mode.x
will be true
if the X-axis mode is set.
float pal_mix(float p) {
float f = floor(mix(0.0, float(i_num_color_sels), p));
return color_sel(f);
}
bool is_sel_color(float p) {
for (int i = 0; i < i_num_color_sels; i += 1) {
if (p == color_sel(float(i))) {
return true;
}
}
return false;
}
MagicaVoxel provides a simple logging tool which can be used to identify issues with a shader. To access the log output, you will need to run MagicaVoxel from within a terminal:
In Terminal, navigate to your MagicaVoxel installation and run:
./MagicaVoxel.app/Contents/MacOS/MagicaVoxel
Compile errors will be logged whenever the shader is selected in the UI. At the moment, the line numbers do not correspond to the source file.
Not yet determined.
By default, shaders are loaded from MagicaVoxel's shader
director. However, you can set a new path by changing the dir_xs_shader
parameter within config/config.txt
and specifying the new path:
dir_xs_shader : "/Users/lachlan/magicavoxel-shaders/shader"
In Visual Studio Code, GLSL shader syntax-highlighting can be enabled with the Shader languages support for VS Code extension.
.txt
files are not automatically detected as shaders. The following snippet can be added to the workspace settings to override the associations for .txt
files:
Preferences: Open Workspace Settings (JSON)
{
"files.associations": {
"**/*.txt": "glsl"
}
}
All content in this wiki is licenced under the CC BY-NC-SA 4.0 license. Code snippets are dual-licenced under the MIT License.