sand-and-receive/tenniscourts/shaders/depth_map.gdshader
2023-10-29 08:17:50 +09:00

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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);
}