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cup_edit/materials/linear_depth.mat
2025-07-01 10:08:36 +08:00

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material {
name : LinearDepth,
shadingModel : unlit,
requires : [ position ],
shadingModel : unlit,
doubleSided : false,
blending: opaque,
depthWrite : true,
depthCulling : true,
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.baseColor = vec4(gl_FragCoord.z, 0.0, 0.0, 1.0);
}
}