2020-10-15 08:47:55 +02:00
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shader_type spatial;
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render_mode unshaded;
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2021-10-22 21:29:13 +02:00
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uniform float near;
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uniform float far;
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2020-10-15 08:47:55 +02:00
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void fragment() {
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2021-10-22 21:29:13 +02:00
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float depth = (FRAGCOORD.z/FRAGCOORD.w-near)/(far-near);
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2020-11-15 18:52:39 +01:00
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ALBEDO = vec3(UV.xy, depth);
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2020-10-15 08:47:55 +02:00
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}
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