#Does anybody know what change between godot 4.0 and 4.2.1 could be causing this behaviour?

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shrewd peak
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Does anybody know what change between godot 4.0 and 4.2.1 could be causing this behaviour?
The screen output shader seems to just consider one of my tilemaps to be invisible on seemingly random camera locations

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Shader code:

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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;*/

}

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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

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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