material-maker/material_maker/tools/painter/shaders/view2texture.shader

11 lines
192 B
GLSL

shader_type spatial;
render_mode unshaded;
uniform float near;
uniform float far;
void fragment() {
float depth = (FRAGCOORD.z/FRAGCOORD.w-near)/(far-near);
ALBEDO = vec3(UV.xy, depth);
}