#Does anybody know what change between godot 4.0 and 4.2.1 could be causing this behaviour?
1 messages · Page 1 of 1 (latest)
Shader code:
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
/uniform float scale : hint_range(0.1, 10) = 2.0;/
/uniform vec4 color : source_color;
uniform float flashState : hint_range(0,1) = 0.5;/
void fragment() {
/*vec2 distortedUV = UV;*/
/*vec4 pixelColor = texture(TEXTURE, distortedUV);/*
/*vec4 pixelColor = texture(TEXTURE, UV);*/
vec2 distortedUV = SCREEN_UV + texture(TEXTURE, UV).a * 0.1;
vec4 screenColor = texture(SCREEN_TEXTURE, distortedUV);
COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
/*float brightness = (pixelColor.r + pixelColor.g + pixelColor.b) / 3.0;*/
/*vec4 grayScale = vec4(brightness, brightness, brightness, pixelColor.a);*/
/*COLOR = pixelColor * scale;*/
/*COLOR = grayScale * scale;*/
/*distortedUV.x += distortedUV.y * 0.7 * scale;*/
/*COLOR = mix(pixelColor, color, flashState) * scale;*/
/*COLOR.a *= pixelColor.a;*/
}
here im toggling the shader's object (the one its applied to) so you can see more clearly that some things are invisible most of the time but when I jump up and am withing some weird narrow margin, they become visible for a bit
This is the most frustrating thing ive ever experienced in godot... its been almost a month and I still cant point to what is causing this