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- shader_type spatial;
- render_mode depth_test_disable, skip_vertex_transform, unshaded;
- void vertex() {
- VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
- }
- void fragment() {
- float zdepth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
- float zpos = FRAGCOORD.z;
- if (zdepth < zpos) {
- ALBEDO = vec3(0,0,0);
- ALPHA = 0.5;
- } else {
- discard;
- }
- }
- // credit: https://github.com/effectivearm7/occludedhighlight
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