26 lines
891 B
Plaintext
26 lines
891 B
Plaintext
shader_type spatial;
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render_mode unshaded;
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uniform sampler2D albedo: hint_default_black, source_color;
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varying float pixel_distance;
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void vertex() {
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// Calculate the world-space distance between the pixel and camera.
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// Pass the distance to the fragment shader using a varying attribute.
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vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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vec3 camera_position = (INV_VIEW_MATRIX * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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pixel_distance = distance(world_position, camera_position);
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}
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void fragment() {
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// The portal color is simply the screen-space color of the exit camera render target.
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// This is because the exit camera views the exit portal from the perspective of the player watching
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// the entrance portal, meaning the exit portal will occupy the same screen-space as the entrance portal.
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vec3 portal_color = texture(albedo, SCREEN_UV).rgb;
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ALBEDO = portal_color;
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}
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