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