20 lines
		
	
	
	
		
			416 B
		
	
	
	
		
			Text
		
	
	
	
	
	
		
		
			
		
	
	
			20 lines
		
	
	
	
		
			416 B
		
	
	
	
		
			Text
		
	
	
	
	
	
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								shader_type spatial;
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								render_mode unshaded;
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								uniform sampler2D depth_texture : source_color, hint_depth_texture;
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								void vertex() {
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									// Called for every vertex the material is visible on.
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								}
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								void fragment() {
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									float depth = texture(depth_texture, SCREEN_UV).x;
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									//ALBEDO = vec3(1.0, 1.0, 1.0);
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									ALBEDO = vec3(0.7, 0.7, 0.7) + depth * SCREEN_UV.x;
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									ALPHA = 1.0;
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								}
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								void light() {
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									DIFFUSE_LIGHT = vec3(1.0, 1.0, 1.0);
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								}
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