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10 lines
260 B
Plaintext
10 lines
260 B
Plaintext
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shader_type spatial;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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void fragment() {
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vec4 currentColor = textureLod(screen_texture, SCREEN_UV, 0.0);
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ALBEDO = currentColor.rgb * vec3(10.0, 0.0, 0.0);
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ALPHA = 1.;
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}
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