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Releases: Flarkk/Godot-Water-Shader-Prototype

Migrated to Godot 4

02 Oct 20:47
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  • Fixed syntax errors in GDScript and GLSL code subsequent to the migration from Godot 3 to 4
  • Fixed uninitialized variable in camera lense shader causing the entire viewport to flicker
  • Fixed banding in ocean shader due to gradient texture having swapped UVs in Godot 4
  • Migrated the viewport-based flow map generator to a compute shader
  • Fixed compatibility issues with Reverse-z in the ocean visual shader
  • Fixed GLSL's smoothstep() usages where edge0 > edge1 which is undefined behavior in Vulkan
  • Fixed various artifacts in ocean visual shader (among others : changes in linear / sRGB conversions, remove usage of fract() for UV coordinates causing texture filtering glitches, light() function not writing specular light to SPECULAR_LIGHT)
  • Improved shaders' code readability by simplifying some expressions