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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-10-27 18:25:06 +0200
committerGitHub <noreply@github.com>2021-10-27 18:25:06 +0200
commit16edca841599b216909ac2ed569cfa9bdc631176 (patch)
tree4fb74fbb41a20bd0924656aefa0280934e3e09c9
parent18a2c38ad2282ffc2bec9c17055c51d1a1dc0e5f (diff)
parent791773fa9d8a9e353608bb778a1e0247940d91f9 (diff)
Merge pull request #54285 from briansemrau/fix-proximity-fade
Fix BaseMaterial3D proximity fade for Vulkan
-rw-r--r--scene/resources/material.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index abb3381c4e..267180973f 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1100,7 +1100,7 @@ void BaseMaterial3D::_update_shader() {
if (proximity_fade_enabled) {
code += " float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
- code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
+ code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n";
code += " world_pos.xyz/=world_pos.w;\n";
code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
}