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								shader_type spatial;
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								render_mode unshaded, depth_test_disabled;
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								uniform float depth_scaler = 1.0f;
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								uniform sampler2D DEPTH_TEXTURE:hint_depth_texture,filter_linear_mipmap;
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								varying mat4 CAMERA;
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								void vertex()
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								{
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									POSITION = vec4(VERTEX, 1.0);
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									CAMERA = INV_VIEW_MATRIX;
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								}
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								void fragment()
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								{
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								  float depth = texture( DEPTH_TEXTURE, SCREEN_UV ).x;
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								//Vulkan.z size range 0-1 ,penGL.z size range -1,1
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								  vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth);
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								//  vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0;
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								  vec4 world = CAMERA * INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
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								  vec3 world_position = world.xyz / world.w;
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								  float aabb_full = depth_scaler;
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								  world_position *= 2.0; // going back to aabb but around 0
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								  world_position.z = aabb_full/2.0 - world_position.z;
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								  ALBEDO = vec3(clamp(world_position.z/aabb_full,0,1));
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								}
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