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I am trying to port a water shader written in gdshader to WGSL (in Bevy).
However, I noticed that there is some seaming going on. After some time I figured out it's that the blur of the noise isn't transitionless.
This strucks me as extremely weird as it works seamless in godot, but creates these ugly edges in WGSL (Bevy).
The code I use in the .wgsl shader. Also in this MRE repo.
The .gdshader is as far as I can tell exactly the same, so I assume it's either WGSL or Bevy that is doing some magic here.
Or I am just incredibly blind.
How can I get rid of the transition issues? I know that using pre backed noise textures
is much better for performance and all, but that is not my concern right now.
I don't understand why the behaviour differs here.
The different in color (brightness) is related to #8937, that should not be the reason we get the seams though.
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left is wgsl, right is gdshader
Bevy MRE here
I am trying to port a water shader written in gdshader to WGSL (in Bevy).
However, I noticed that there is some seaming going on. After some time I figured out it's that the blur of the noise isn't transitionless.
This strucks me as extremely weird as it works seamless in godot, but creates these ugly edges in WGSL (Bevy).
The code I use in the
.wgsl
shader. Also in this MRE repo.The
.gdshader
is as far as I can tell exactly the same, so I assume it's either WGSL or Bevy that is doing some magic here.Or I am just incredibly blind.
How can I get rid of the transition issues? I know that using pre backed noise textures
is much better for performance and all, but that is not my concern right now.
I don't understand why the behaviour differs here.
The different in color (brightness) is related to #8937, that should not be the reason we get the seams though.
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