Clay John
Clay John
May have been fixed by https://github.com/godotengine/godot/pull/72838
> In the upcoming days I'll try to reproduce it on linux, on older branches (corresponding to WebKit 605/604 the Safari uses) and if I succeed it will mean that...
Related: https://github.com/godotengine/godot/issues/62881 and https://github.com/godotengine/godot/issues/65987
Approved with respect to implementation
I can't reproduce the issue on an intel integrated GPU with PopOS 22.04 and running current master f692b476869c14023b342c12efc21cb5cd6002b7 The result looks fine: 
@Lippanon 
It could be an issue from using sin in the hash function see e.g. https://www.shadertoy.com/view/4djSRW
@Lippanon Can you test the same shader in shadertoy to see if you get the issue there as well? here is the code converted to shadertoy: ``` float hash12(vec2 p)...
Just to update everyone on this issue. This is an NVidia Vulkan driver bug. I'm glad to here users have found a workaround, because there isn't really anything we can...
> @Calinou should this be solved (even when using `move_and_slide`) when setting both the snap options? IMO the snap options should eliminate this artifact entirely.