shader_type spatial; render_mode unshaded, shadows_disabled; void fragment() { float depth_tex = texture(DEPTH_TEXTURE, SCREEN_UV).x; vec3 ndc = vec3(SCREEN_UV, depth_tex) * 2.0 - 1.0; vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0); view.xyz /= view.w; ALBEDO = vec3(view.z); }