shader_type spatial;
render_mode unshaded;

uniform sampler2D depth_texture : source_color, hint_depth_texture;

void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
	float depth = texture(depth_texture, SCREEN_UV).x;
	//ALBEDO = vec3(1.0, 1.0, 1.0);
	ALBEDO = vec3(0.7, 0.7, 0.7) + depth * SCREEN_UV.x;
	ALPHA = 1.0;
}

void light() {
	DIFFUSE_LIGHT = vec3(1.0, 1.0, 1.0);
}
