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godot-demo-projects/xr/openxr_origin_centric_movement/objects/black_out.gdshader

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded, depth_test_disabled;
uniform vec4 albedo : source_color;
void vertex() {
POSITION = vec4(VERTEX.xy * 2.0, -1.0, 1.0);
}
void fragment() {
ALBEDO = albedo.rgb;
ALPHA = albedo.a;
}