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v4.1.1.stable.official [bd6af8e]
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.12018.5) - AMD Ryzen 5 5500U with Radeon Graphics (12 Threads). Same on Fedora 38
When I use VIEW_MATRIX to calculate VERTEX, shadows dont effected by this. shader code
shader_type spatial; void vertex(){ VERTEX = (vec4(VERTEX, 1.0) * VIEW_MATRIX).xyz; }
Just apply this shader, to any mesh and it's will broke shadows
ShaderResearch.zip
The text was updated successfully, but these errors were encountered:
This is a duplicate of #41420
The issue comes from the fact that the VIEW_MATRIX used by the shadow calculations is the light's VIEW_MATRIX, not the camera's VIEW_MATRIX.
There is already a PR to fix this: #72638
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Godot version
v4.1.1.stable.official [bd6af8e]
System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.12018.5) - AMD Ryzen 5 5500U with Radeon Graphics (12 Threads). Same on Fedora 38
Issue description
When I use VIEW_MATRIX to calculate VERTEX, shadows dont effected by this.
shader code
Steps to reproduce
Just apply this shader, to any mesh and it's will broke shadows
Minimal reproduction project
ShaderResearch.zip
The text was updated successfully, but these errors were encountered: