
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;


uniform vec3 uv1_scale = vec3( 1, 1, 0 );
uniform vec3 uv1_offset = vec3( 0, 0, 0 );

void vertex()
{
	UV = UV * uv1_scale.xy + uv1_offset.xy;
}


void fragment()
{

	ALBEDO = vec3( UV.x, UV.y, 0.0 );

}
