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godot-psx-style-demo's Issues

ShaderMaterials are broken in the latest version of Godot

image
I made a new Forward+ project in Godot v4.1.1.stable.official [bd6af8e0e] with just a camera and a MeshInstance3D that has a sphere mesh with a shadermaterial that uses the psx_lit shader just to see if this was just broken in more than one project. It's invisible once I run the project, and it's also throwing errors and warnings in the debugger and output. There's also no color parameters to be changed or image textures to be added in shader parameters like there used to be.
This project has all the files from the shaders folder in this repository. I don't think I am missing any files.

Lighting becomes "blocky" under certain conditions

Not entirely sure what causes it but often when the camera gets close to a light source a blocky outline of the light can be seen. It should have something to do with the affine mapping POSITION /= abs(POSITION.w); line because I removed the rest of the shader and the blocky effect remains until I comment it out.

Interestingly you can also get the effect with the default godot shader if you crank the light's attenuation to some crazy values so maybe that'll give some clues as to what's going on

I have an example project that shows both
godot-psx blocky lighting.zip

Unknown identifier errors

Running on Godot 4.0.2.stable

in lcd_post_process.gdshader:
line 33: Unknown identifier in expression: 'TEXTURE'.
in post_process_blur.gdshader:
line 52: Unknown identifier in expression: 'TEXTURE_PIXEL_SIZE'.
in pp_band-dither.gdshader:
line 9: Unknown identifier in expression: 'TEXTURE'.

and an invalid render mode error in psx_base.gdshaderinc:
line 1: Invalid render mode: 'LIT'.

Stuck at low FPS for no discernible reason.

I can't find the source for this limitation in the demo. Even though process time with my RTX 3050 is about 3ms (300FPS), the final render comes out at... 40ms a frame?
Even tried removing all shaders from the main scene but no clues.

images:
image
image

Invalid render mode: 'LIT'.

image
Meshes with any shader from this repo appear invisible for me, even after I followed all the instructions in the description (including adding the precision_multiplier float in shader globals). I don't think this supposed to happen... shader parameters seem to be working, but no matter what shader parameter I change, the mesh becomes invisible with any of the shaders. Am I doing something wrong?

Split demo and shaders into seperate repos?

Looking for thoughts and feedback on if the demo should be split from the shaders, and include the shaders in the demo by way of git submodules.

Main reasoning for this would be to help with ease of adding to projects. As it stands, users have to copy-paste individual files, which is both messier than it could be, and often includes a lot of assets that users won't need for their projects.

Additionally, we could reduce copied work even further by merging the demos for the PSX and N64 shaders, while keeping the shaders separate in submodules.

Main drawback I can think of is it would complicate where to leave issues, but I don't think that'd be much of an issue.

Thoughts?

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