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authorPatrick <patrick.exner1@web.de>2022-10-18 16:12:35 +0200
committerPatrick <patrick.exner1@web.de>2022-10-18 18:20:31 +0200
commit91a9e7af3f03028d769eeda7e8a891ed95667326 (patch)
treee85e02a87819deab967dbd5fe0b0818f1cfd9d8a
parent2e3662acbd8586697db38569785cc9f97dff945e (diff)
Fix typo in VisualShader DistanceFade node
-rw-r--r--scene/resources/visual_shader_nodes.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index de13912b75..a4c958d402 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -7264,7 +7264,7 @@ String VisualShaderNodeProximityFade::generate_code(Shader::Mode p_mode, VisualS
} else {
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
}
- code += " __depth_world_pos.xyz /= __depth_world_pos.z;\n";
+ code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
return code;