429 B
429 B
bump: patch
type: fix
ludic.render3d: water read the window's size, not the frame it drew into. The
water shader's u_screen and the reflection target were sized from the drawable, but
gl_FragCoord there runs over the scene target. They match only at a render scale of 1;
below that the refraction and depth reads landed in the wrong corner of the frame and the
lake showed a squashed copy of it instead of its own bed.