My apologies for the confusion. You are right that the game development community typically uses terms like vertex, pixel (or fragment), geometry, tessellation, and compute shaders. Godot does not redefine these terms in its documentation but rather groups them based on their application within the engine.

In Godot, spatial and canvas shaders are more like categories or use cases for shaders within the engine, rather than being specific shader stages like vertex, fragment, or geometry shaders.

Spatial shaders are designed to handle 3D objects and materials in a 3D scene, which may include vertex, fragment, and possibly geometry shader stages, depending on the requirements. Canvas shaders, on the other hand, are meant for 2D rendering and typically use vertex and fragment shader stages to manipulate 2D objects and materials.

So, when I mentioned spatial and canvas shaders, I was referring to the way Godot organizes its shaders for different applications within the engine, rather than implying that these are separate shader stages like the traditional terms.

Again, I apologize for the confusion, and I hope this clarifies the terminology used in Godot.
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