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This appears to be an issue related to the RADV Vulkan drivers, and is reproducible. I have opened an issue for this with additional comments, as this is definitely a bug and not something you are doing wrong. |
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When running the example scene (In Godot 4.1.1.stable) , the camera is always at the corner of the ocean. Wherever I move the camera, there is ocean in the positive x/positive z direction, with nothingness in the 3 other quadrants. This seems to be a visual issue only as buoyant objects properly respond to the waves that ought to be present. As far as I can tell, the camera should always be in the center of the visible ocean.
I am relatively new to both shaders and Godot, and have not been able to figure out where the disconnect is.
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