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

    akoutsoulelos
    OK, it seems that the 0.0 value comes from
    float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
    I should check how the DEPTH_TEXTURE is displayed in orthogonal perspective.

      akoutsoulelos Well, after more testing, it seems that indeed the projection matrix is used incorrectly, since it leads to a very big negative depth that exponentiately leads to a negative value that clamps to 0.0, thus giving ALPHA a zero value...