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texelFetch behavior changed at Godot 4.0 Alpha 12 #64669
Comments
I don't think anything has changed in the code that would change how texelFetch behaves. Have you verified that the image is still created correctly? |
I have verified via the debugger that the position is encoded correctly into the image. The image in both Alpha versions is still rendered correctly. Therefore, I have set the alpha of the shader of the minimal reproduction project to 0.5. I also searched in the change log and issue list for something interesting regarding this issue, but failed to find something that could be related to this issue... EDIT: Some more clarification. |
As further information: |
I ran your test project through NVidia NSight to debug it and the shader appears to be working correctly. The issue is with the texture. Between Alpha 11 and Alpha 12 e.g. Changing your texture creation code to the following fixes your issue:
|
Thank you very much for your help! I completely missed that change. |
Godot version
4.0 Alpha 12
System information
ArchLinux; Nvidia GeForce RTX 3070 Ti; Vulkan
Issue description
Given the following script to deliver the position of an item:
I am using the following shader:
However, beginning with Godot 4.0 Alpha 12, the behavior of texelFetch seems to have changed and only gets the coordinates (0, 0) as x and y coordinates.
This bug is still included in the current Alpha 14.
In Godot 4.0 Alpha 11, it worked as it should.
Is this a bug or have I missed something?
Thanks in advance for your help!
Steps to reproduce
Main.tscn
Minimal reproduction project
TestProject.zip
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