Hello, was working on a color ramp for toon shading and realized an issue I was having was because a call to texture(gradient1D, vec2) where vec2 was (0, 0) was resulting in seemingly the last value in the ramp instead of the first as I was expecting
a simple MeshInstance3D Plane with a ShaderMaterial with the following shader code
shader_type spatial;
render_mode unshaded;
uniform sampler2D ramp;
void fragment() {
float ramp_value = texture(ramp, vec2(0.0, 1)).r;
ALBEDO = vec3(ramp_value);
}
Here, sampling at 0.0 results in the entire Plane being white though I would expect it to be black.
I wanted to post here in case I had a misunderstanding on how things are working with Godot 4 or if this is perhaps a bug, I didn't find anything on the issue tracker. the same setup in godot 3.5 produces the result I expect.