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- #include "_included.glsl"
- #[modes]
- mode_ninepatch = #define USE_NINEPATCH
- #[specializations]
- DISABLE_LIGHTING = false
- #[vertex]
- precision highp float;
- precision highp int;
- layout(location = 0) in highp vec3 vertex;
- out highp vec4 position_interp;
- void main() {
- position_interp = vec4(vertex.x,1,0,1);
- }
- #[fragment]
- precision highp float;
- precision highp int;
- in highp vec4 position_interp;
- void main() {
- highp float depth = ((position_interp.z / position_interp.w) + 1.0);
- frag_color = vec4(depth);
- }
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