21 lines
		
	
	
		
			291 B
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			21 lines
		
	
	
		
			291 B
		
	
	
	
		
			Plaintext
		
	
	
	
|   | 
 | ||
|  | 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 ); | ||
|  | 
 | ||
|  | } |