I'm working on a tutorial for creating wake waves with Godot, versions 3.5 and, importantly, the upcoming 4.0. It uses shaders (including visual) and works fine so far, but in attempting to get the fragment shader working, it is suggested that I add an expression using the line:
float d = texture(DEPTH_TEXTURE, SCREEN_UV).r;
Unfortunately, this tutorial was made during the beta phase, and DEPTH_TEXTURE has been removed in favor of something called
hint_depth_texture... which I am having a terrible time finding any actual documentation on. It does not seem to refer to a texture directly, and I cannot seem to declare a uniform from within an expression node.
Can someone help me mimic this functionality with the new Godot visual shaders?