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11 lines
169 B
GLSL
11 lines
169 B
GLSL
shader_type spatial;
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render_mode unshaded;
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vec3 fix_unshaded(vec3 xy) {
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return pow(xy, vec3(2.22));
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}
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void fragment() {
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ALBEDO = fix_unshaded(vec3(UV, VERTEX.z));
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}
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