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[Godot 4.0] Shader only works if the mesh is pointing towards Z+ #3

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kimabjorkede opened this issue Mar 24, 2021 · 6 comments
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@kimabjorkede
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Mesh pointing towards positive Z:
image

Mesh pointing towards negative Z:
image

@kimabjorkede
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Changing
vec3 I = normalize(vertexW - CameraPosition);
to
vec3 I = -normalize(vertexW - CameraPosition);
Makes it work pointing towards -Z.

Pointing it towards X- or X+ also makes it not work.

@OBKF
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OBKF commented Mar 24, 2021

Hello @kimamb ,

I am aware of the issue, and already working on the fix, I am trying to simplify the new implementation so it can perform well in large scenes.

@kimabjorkede
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Thank you very much.

I am looking forward for the update!

@OBKF
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OBKF commented Mar 24, 2021

Thank you for using it.

@OBKF
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OBKF commented Nov 11, 2021

@kimabjorkede Hi, the new update is UP, can you try it?

@wp2000x
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wp2000x commented Oct 20, 2022

Now its like this:

Godot_v4.0-beta3_mono_win64_2022-10-20_01-59-04.mp4

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3 participants