From c12001a9dc4c9d035d92b173ade61596ce47b068 Mon Sep 17 00:00:00 2001 From: m-pranav-r Date: Wed, 16 Oct 2024 14:55:41 +0530 Subject: [PATCH] Fix incorrect depth comparison used to calculate volumetric fog shadowing --- .../renderer_rd/shaders/environment/volumetric_fog_process.glsl | 1 + 1 file changed, 1 insertion(+) diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl index a797891ab65..90bbdfe6859 100644 --- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl @@ -513,6 +513,7 @@ void main() { shadow_sample.z = 1.0 + abs(shadow_sample.z); vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - omni_lights.data[light_index].shadow_bias); pos.z *= omni_lights.data[light_index].inv_radius; + pos.z = 1.0 - pos.z; pos.xy = pos.xy * 0.5 + 0.5; pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;