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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-01-05 10:49:18 +0100
committerGitHub <noreply@github.com>2022-01-05 10:49:18 +0100
commit8881e5ac1a95ca31e79c3624caabb6c863945e85 (patch)
treed9ec36758a98d2dc3145ab99bc726eb771035cbd /CHANGELOG.md
parent4b6d2fd163a1325cc2bc2b894ddd67162c4a2320 (diff)
parenteb6ba0e1c6f82e06d1ea63c60243581d21aa132b (diff)
Merge pull request #56286 from Calinou/changelog-shaders-depth-texture
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@@ -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.