Releases: Flarkk/Godot-Water-Shader-Prototype
Releases · Flarkk/Godot-Water-Shader-Prototype
Migrated to Godot 4
- 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 whereedge0 > 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 toSPECULAR_LIGHT
) - Improved shaders' code readability by simplifying some expressions