19 lines
		
	
	
	
		
			416 B
		
	
	
	
		
			Text
		
	
	
	
	
	
			
		
		
	
	
			19 lines
		
	
	
	
		
			416 B
		
	
	
	
		
			Text
		
	
	
	
	
	
| shader_type spatial;
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| render_mode unshaded;
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| 
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| uniform sampler2D depth_texture : source_color, hint_depth_texture;
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| 
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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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| 
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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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| 
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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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