godotengine / godotengine/godot
3.6 Bool type uniform in vertex function of shader makes mesh look weird (AMD latest driver)
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
- Reproducible in: 3.6.2.stable
- Not Reproducible in: 4.6.stable
### System information
Windows 11 - Godot v3.6.2.stable - AMD Radeon 780M
### Issue description
I'm sorry I can't summarize it properly in the title.
My graphic card is 780M, latest driver (26.1.1)
If a MeshInstance transform != Transform(), it will looks like this.
### Steps to reproduce
Add a MeshInstance node, set a SphereMesh.
Add a shader material (or just convert from spatial material).
In shader code, write something like this:
```
shader_type spatial;
uniform bool test_bool;
void vertex() {
if (test_bool) {}
}
```
Change the posistion(or rotation or scale) of the MeshInstance.
### Minimal reproduction project (MRP)
[bug-report.zip](https://github.com/user-attachments/files/25294823/bug-report.zip)
Contributor guide
Assessment
This issue has not been assessed yet.