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Recommend unshaded render mode for quad in Advanced post-processing
This prevents the quad from being affected by lighting, while also improving performance.
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@@ -46,6 +46,8 @@ and sets the vertex position in clip space directly.
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.. code-block:: glsl
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shader_type spatial;
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// Prevent the quad from being affected by lighting and fog. This also improves performance.
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render_mode unshaded, disable_fog;
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void vertex() {
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POSITION = vec4(VERTEX.xy, 1.0, 1.0);
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