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Fix incorrect depth comparison used to calculate volumetric fog shadowing #98226

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merged 1 commit into from
Oct 21, 2024

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m-pranav-r
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@m-pranav-r m-pranav-r commented Oct 16, 2024

Fixes #95785. Added the depth reversal logic that was necessary for proper shadow tests with omnidirectional lights active in fog volumes. #88328 seems to be the one that broke it for now.

Pictures for comparison:

Before:
Desktop Screenshot 2024 10 16 - 15 02 28 70
Desktop Screenshot 2024 10 16 - 15 02 43 85

After:
Desktop Screenshot 2024 10 16 - 15 03 11 08
Desktop Screenshot 2024 10 16 - 15 03 21 17

@m-pranav-r m-pranav-r requested a review from a team as a code owner October 16, 2024 09:41
@AThousandShips AThousandShips added bug topic:rendering topic:3d cherrypick:4.3 Considered for cherry-picking into a future 4.3.x release labels Oct 16, 2024
@AThousandShips AThousandShips added this to the 4.4 milestone Oct 16, 2024
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@clayjohn clayjohn left a comment

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Great work tracking that down! I'm surprised we are still running into regressions from the reverse-z change. But I'm thankful that you fixed this one.

@Repiteo Repiteo merged commit c145e85 into godotengine:master Oct 21, 2024
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Repiteo commented Oct 21, 2024

Thanks! Congratulations on your first contribution!

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