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13 lines
293 B
Plaintext
13 lines
293 B
Plaintext
shader_type spatial;
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uniform float target_y = 0;
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varying vec3 world_position;
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uniform vec2 pixel_size = vec2(0.02, 0.02);
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void vertex()
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{
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world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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}
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void fragment() {
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float y = floor(world_position.y / 0.72) * 0.72;
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ALBEDO = COLOR.rgb * y;
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} |