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(+1)

Hey. thanks for letting me know. Here's a quick little fix:  

  • Click on the "shader" button to see the shader code.
  • Add this line: "float d_circle = distance(uv, vec2(0.5));" on line 74. Just before the line "uv = spherify(uv);".
  • On line 96, replace "a *= step(distance(vec2(0.5), uv), 0.5);" with the line "a *= step(d_circle, 0.5);"

I just tested it and that works for me. It's actually a mistake I made in the original shader code, but it seems like godot 3 handles it different than 4.

Hope that helps!

It does, thank you!