20 lines
416 B
Text
20 lines
416 B
Text
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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