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societer/world/materials/outilne_1.tres

21 lines
475 B

[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;
}
"