28 lines
733 B
Plaintext
28 lines
733 B
Plaintext
shader_type spatial;
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render_mode unshaded;
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#include "res://vfx/util.gdshaderinc"
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uniform sampler2D viewport_texture: source_color, hint_screen_texture;
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uniform sampler2D viewport_depth_texture: source_color, hint_depth_texture;
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uniform sampler2D image: source_color, hint_default_transparent;
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uniform float far = 4000.0;
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void vertex() {
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POSITION = vec4(VERTEX.xyz, 1.0);
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}
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void fragment() {
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DEPTH = texture(viewport_depth_texture, SCREEN_UV).x;
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float linear_depth = linearize_depth(
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DEPTH, SCREEN_UV, INV_PROJECTION_MATRIX
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);
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if (linear_depth > far) {
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ALBEDO = alpha_blend(
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texture(image, SCREEN_UV),
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texture(viewport_texture, SCREEN_UV)
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).rgb;
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} else {
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ALBEDO = texture(viewport_texture, SCREEN_UV).rgb;
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}
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} |