From 323ff657c002c9b453f0598648c8a15c90ab93ba Mon Sep 17 00:00:00 2001 From: Patrick Date: Wed, 31 Aug 2022 21:00:13 +0200 Subject: Fix LinearDepth calculation for GLES3 This change will calculate the depth ndc differently for GLES3 and Vulkan as described in here: stable: https://docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html godot 4 with vulkan: https://docs.godotengine.org/en/latest/tutorials/shaders/advanced_postprocessing.html --- scene/resources/visual_shader_nodes.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 3b2b58516d..a968aebdaa 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -7247,7 +7247,11 @@ String VisualShaderNodeProximityFade::generate_code(Shader::Mode p_mode, VisualS String proximity_fade_distance = vformat("%s", p_input_vars[0]); code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n"; - code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n"; + if (!RenderingServer::get_singleton()->is_low_end()) { + code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n"; + } 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 += 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]); -- cgit v1.2.3