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- shader_type spatial;
- render_mode blend_add,depth_draw_opaque,cull_back,unshaded;
- uniform vec4 colorx:hint_color;
- void fragment() {
- ALBEDO = colorx.rgb;
- vec3 rd=normalize(((CAMERA_MATRIX*vec4(normalize(-VERTEX),0.0)).xyz));
-
- float intensity = pow(0.122 + max(dot(NORMAL, normalize(VIEW)),0.), 010.85);
- ALPHA=intensity;
-
- //depth only to have smooth edges on intersect objects
- float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
- depth = depth * 2.0 - 1.0;
- float z = -PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]);
- z*=0.31;
- depth=1.+z;
- depth=1.-clamp(depth,0.,1.);
-
- ALPHA=ALPHA*depth;
- }
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