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OS/device including version:
Windows 10 and Android devices tested
Issue description:
I have written a custom shader code, which basically makes the object fade out at a given clip_height. It can be used to just render the bottom 50% of an object and so on. It works on GLES3, but not on GLES2.
I have created an example project to make the issue clear.
Here is how it looks on GLES3
And here is how it looks on GLES2
Steps to reproduce:
I was able to break down the problem to basically these two lines of shader code:
Good catch! I found the bug. It is an issue with the gles2 shader compiler. It swaps INV_CAMERA_MATRIX and CAMERA_MATRIX in the user defined code. Ill submit a PR to fix this in a few minutes. In the meantime, use INV_CAMERA_MATRIX in the fragment function if you want to use CAMERA_MATRIX.
Godot version:
v3.1.alpha.calinou.5b8dde4
OS/device including version:
Windows 10 and Android devices tested
Issue description:
I have written a custom shader code, which basically makes the object fade out at a given clip_height. It can be used to just render the bottom 50% of an object and so on. It works on GLES3, but not on GLES2.
I have created an example project to make the issue clear.
Here is how it looks on GLES3
And here is how it looks on GLES2
Steps to reproduce:
I was able to break down the problem to basically these two lines of shader code:
The camera Matrix is passed from the vertex shader. Unfortunately, I have no idea how to further investigate what exactly is causing the error.
Minimal reproduction project:
AlphaIssue.zip
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