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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-12-27 21:33:37 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-12-27 21:34:24 +0100
commiteb6ba0e1c6f82e06d1ea63c60243581d21aa132b (patch)
tree99246a560f335f4c1a7f8ab890b6009475a82eee
parent28174d531b7128f0281fc2b88da2f4962fd3513e (diff)
Document new behavior of shader `DEPTH_TEXTURE` in the Vulkan renderer
-rw-r--r--CHANGELOG.md3
1 files changed, 3 insertions, 0 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md
index d1e622edb4..acf4b2abf1 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -345,6 +345,9 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
#### Shaders
+- [`DEPTH_TEXTURE` now uses normalized device coordinates between `0.0` and `1.0` (inclusive) to match Vulkan behavior.](https://docs.godotengine.org/en/latest/tutorials/shaders/advanced_postprocessing.html#depth-texture)
+ - This requires modifying most shaders that rely on `DEPTH_TEXTURE` to make them still work as expected.
+ - Previously, coordinates would be between `-1.0` and `1.0` (inclusive) to match OpenGL behavior.
- Renamed the `.shader` file extension to `.gdshader`.
- Existing text-based shader files will have to be renamed before loading the project in a new engine version.