pointer.gdshader 298 B

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  1. shader_type spatial;
  2. uniform vec4 color : source_color = vec4(1.0, 0.0, 0.0, 0.5);
  3. uniform float energy = 1.0;
  4. varying float f;
  5. void vertex() {
  6. f = VERTEX.z + 0.5;
  7. }
  8. void fragment() {
  9. // Called for every pixel the material is visible on.
  10. ALBEDO = color.rgb;
  11. ALPHA = color.a * f * energy;
  12. }