I have a shader that is not available in godot4.3beta1

Godot Version

godot beta 1

Question

I have a pulse shader that has been running normally, but it has failed in 4.3beta

this is shader code(Camera3D → MeshInstance3D):

shader_type spatial;
render_mode unshaded;

// Settings to play with
uniform vec3 start_point = vec3(0.0);
uniform float pulse_width = 2.0;
uniform vec4 color : source_color;
// Updated by Script
uniform float radius = 5.0;

// Not sure this is actually needed, but used in Documentation.
varying mat4 CAMERA;

uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
uniform sampler2D DEPTH_TEXTURE: hint_depth_texture, filter_linear_mipmap;

void vertex() {
//   POSITION = vec4(UV*2.0-1.0, 0.0, 1.0);
   POSITION = vec4(VERTEX, 1.0);

   CAMERA = INV_VIEW_MATRIX;

}

void fragment() {
   // Get the original screen rendered texture at the screen uv coordinates.
   vec4 original = texture(SCREEN_TEXTURE, SCREEN_UV);

   float depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;

   vec3 ndc = vec3(SCREEN_UV * 2.0-1.0, depth);


   vec4 world = CAMERA * INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
   vec3 world_position = world.xyz / world.w;

   float dist = distance(world_position, start_point);
   float mix_ratio = 0.0;

   if (dist < radius && dist > radius-pulse_width){
      mix_ratio = 1.0-(radius-dist);

      // Clamp the mix ratio because you can get some unintential visuals

      mix_ratio = clamp(mix_ratio, 0.0, 1.0);
   }

   ALBEDO = mix(original.rgb, color.rgb, mix_ratio);
}

It runs well in 4.2:

According to the blog post, it should now be
POSITION = vec4(VERTEX.xy, 1.0, 1.0);
instead of
POSITION = vec4(VERTEX, 1.0);

1 Like

Thank you very much for your help