curly-brace i'm trying float d = texture(DEPTH_TEXTURE, UV).r; ALBEDO.rgb = vec3(d, 0, 0); and float d = texture(DEPTH_TEXTURE, SCREEN_UV).r; but everything is red. how to sample it in a right way?
cybereality It's because you are setting the albedo to only use the red channel. If you do this it should work: ALBEDO.rgb = vec3(d); This will set all color channels to the same color giving you a grayscale image. Note you will still have to transform the depth either to linear or adjust it to get a usable value. https://docs.godotengine.org/en/3.1/tutorials/shading/screen-reading_shaders.html