#pragma BLENDER_REQUIRE(eevee_bsdf_stubs_lib.glsl) #pragma BLENDER_REQUIRE(eevee_nodetree_eval_lib.glsl) /** * Simple passthrough shader. Outputs depth without ammendment. */ void main(void) { /* No color output, only depth (line below is implicit). */ /* gl_FragDepth = gl_FragCoord.z; */ }