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author | Patrick <patrick.exner1@web.de> | 2022-10-18 16:12:35 +0200 |
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committer | Patrick <patrick.exner1@web.de> | 2022-10-18 18:20:31 +0200 |
commit | 91a9e7af3f03028d769eeda7e8a891ed95667326 (patch) | |
tree | e85e02a87819deab967dbd5fe0b0818f1cfd9d8a | |
parent | 2e3662acbd8586697db38569785cc9f97dff945e (diff) |
Fix typo in VisualShader DistanceFade node
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 2 |
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; |