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Fix typo in Distance3D shader generation
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Zylann committed Nov 7, 2024
1 parent 3c458dc commit d291ef1
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Showing 2 changed files with 2 additions and 1 deletion.
1 change: 1 addition & 0 deletions doc/source/changelog.md
Original file line number Diff line number Diff line change
Expand Up @@ -28,6 +28,7 @@ Primarily developped with Godot 4.3.
- `VoxelGeneratorGraph`:
- Fixed wrong values when using `OutputWeight` with optimized execution map enabled, when weights are determined to be locally constant
- Fixed occasional holes in terrain when using `FastNoise3D` nodes with the `OpenSimplex2S` noise type
- Fixed shader generation error when using the `Distance3D` node (vec2 instead of vec3, thanks to scwich)
- `VoxelMesherTransvoxel`: revert texturing logic that attempted to prevent air voxels from contributing, but was lowering quality. It is now optional as an experimental property.
- `VoxelStreamSQLite`: Fixed "empty size" errors when loading areas with edited `VoxelInstancer` data
- `.vox` scene importer: disabled threaded import to workaround the editor freezing when saving meshes
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2 changes: 1 addition & 1 deletion generators/graph/nodes/math_vectors.h
Original file line number Diff line number Diff line change
Expand Up @@ -87,7 +87,7 @@ void register_math_vector_nodes(Span<NodeType> types) {
};
t.shader_gen_func = [](ShaderGenContext &ctx) {
ctx.add_format(
"{} = distance(vec3({}, {}, {}), vec2({}, {}, {}));\n",
"{} = distance(vec3({}, {}, {}), vec3({}, {}, {}));\n",
ctx.get_output_name(0),
ctx.get_input_name(0),
ctx.get_input_name(1),
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