8 lines
248 B
GLSL
8 lines
248 B
GLSL
shader_type canvas_item;
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void fragment() {
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float uv_height = SCREEN_PIXEL_SIZE.y / TEXTURE_PIXEL_SIZE.y;
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vec2 reflected_screenuv = vec2(SCREEN_UV.x, SCREEN_UV.y + uv_height * UV.y * 2.0);
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COLOR = texture(SCREEN_TEXTURE, reflected_screenuv);
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} |