// NOTE: Shader automatically converted from Godot Engine 4.4.stable.mono's StandardMaterial3D.

shader_type spatial;
render_mode blend_mix, depth_draw_always, cull_disabled, unshaded;

uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform float treshold:hint_range(0,1) = 0.1;

uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform float grow;

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

void fragment() 
{
  vec4 opacity = texture( texture_albedo, UV );
  
  if ( opacity.r < treshold )
  {
    discard;
  }
  
  ALBEDO = albedo.rgb;
	//ALPHA = albedo.a;
}
