10 lines
240 B
Plaintext
10 lines
240 B
Plaintext
shader_type spatial;
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render_mode unshaded;
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uniform sampler2D depth_texture : source_color, hint_depth_texture, filter_nearest, repeat_disable;
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void fragment() {
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float depth = texture(depth_texture, SCREEN_UV).x;
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ALBEDO = vec3(depth);
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}
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