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When changing certain Global Shader Parameters (in this case, a mat4) in the Project Settings, the value sent to the editor 3D view appears to be undefined, resulting in garbage values sent to the shaders.
Godot version
4.0.stable.mono
System information
Windows 10, NVIDIA RTX 2060 (Driver 30.0.14.7284), Vulkan 1.2.175 Forward+ (Editor)
Issue description
When changing certain Global Shader Parameters (in this case, a mat4) in the Project Settings, the value sent to the editor 3D view appears to be undefined, resulting in garbage values sent to the shaders.
As an example here, I'm using a mat4 to describe global light directions for a lighting shader
Note that the shader receives a different value even when the editor is being set to the same values
https://user-images.githubusercontent.com/44537737/222551889-b7c7ca63-ef65-484c-818f-c6ce47a7d3c0.mp4
Setting the global parameter from a script does pass the correct value to the shaders
I have also determined the shaders in the editor also do not get correct values from the
project.godot
when loading the project.Steps to reproduce
global uniform mat4 global_mat
)Minimal reproduction project
GlobalShaderParameters.zip
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