I'm using the low poly water shader to have some water effects in a voxel terrain. I am also using a camera with orthogonal perspective.
The problem is that, when in orthogonal perspective, the water is not visible. After some debuging it was clear that inside the fragment() function the division:
depth = PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]);
results always to 0.0, thus making the ALPHA also 0.0 and the water invisible.
So I do understand that I have to change the projection matrix, but not so clearly what and how.
Do you have any hints?
Godot 3.5