[gd_resource type="Shader" format=2] [resource] code = "// Edge-Detection Shader Pass 1 // Here we simply pass the vertex normals to the albedo // so we can access it through the SCREEN_TEXTURE in our Shader Pass 2 // LICENSE: MIT shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_toon,specular_disabled,shadows_disabled; varying vec3 world_normal; void vertex() { world_normal = NORMAL; } void fragment() { ALBEDO = world_normal.rgb; } "