shader_type spatial; render_mode skip_vertex_transform; varying vec3 world_pos; uniform sampler2D albedo : source_color,filter_nearest_mipmap_anisotropic; void vertex() { world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz); } void fragment() { ALBEDO = texture(albedo, world_pos.xz).xyz; }