hello, i know nothing about shaders so this might be a stupid question, im trying to make a portal like thing and got this
shader_type spatial;
render_mode unshaded, cull_disabled;
uniform sampler2D viewport_texture : source_color;
void fragment() {
vec3 color = texture(viewport_texture, SCREEN_UV).rgb;
ALBEDO = color;
EMISSION = color;
}
it works perfectly in flat 3D but in vr the output get duplicated for each eye, how/can this be fixed?