From 8d888807f7da99c549b7d0255789f65e2a11f554 Mon Sep 17 00:00:00 2001 From: jsjtxietian Date: Fri, 29 Dec 2023 12:58:58 +0800 Subject: [PATCH] Sync visual shader's distance fade using circular fade --- scene/resources/visual_shader_nodes.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index d5394c8af52b..cb8719fbefac 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -7825,7 +7825,7 @@ bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const { String VisualShaderNodeDistanceFade::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]); + code += vformat(" %s = clamp(smoothstep(%s, %s, length(VERTEX)), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]); return code; }