frame-of-mind/src/logic-scenes/collectable/collectable.gdshader

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2025-10-07 22:33:15 +00:00
shader_type spatial;
render_mode depth_test_disabled;
uniform sampler2D default_texture: hint_default_white;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
ALBEDO = texture(default_texture, UV).xyz;
ALPHA = texture(default_texture, UV).w;
EMISSION = COLOR.xyz * pow(ALBEDO, vec3(2.2));
}