Proposal to change output of TransformVectorMult node in VisualShader from vec3 to vec4 #8375
americoperez49
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As stated on the issue, you need to fill this out as a proposal, not an issue, this is not filled out correctly as a proposal, not just copying over the issue report text |
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Turns out there is a dedicated node called proximity_fade that you can use to do this calculation. This discussion can be closed. |
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When using the TransformVectorMult node in VisualShader,currently, the TransformVectorMult node outputs a vec3 instead of a vec4, causing the w component of the vector to get dropped.
From mine and QbieShay's understanding, TransformVectorMult should output a vec4. This would be used to do the following calculation, for example, using the Visual Shader:
If this is not the intended use case of the TransformVectorMult node and it is , by design, intended to return a vec3. Then what would be the recourse for performing the calculation mentioned above using the Visual Shader?
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