21 lines
		
	
	
		
			291 B
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			21 lines
		
	
	
		
			291 B
		
	
	
	
		
			Plaintext
		
	
	
	
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								shader_type spatial;
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								render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
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								uniform vec3 uv1_scale = vec3( 1, 1, 0 );
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								uniform vec3 uv1_offset = vec3( 0, 0, 0 );
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								void vertex()
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								{
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									UV = UV * uv1_scale.xy + uv1_offset.xy;
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								}
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								void fragment()
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								{
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									ALBEDO = vec3( UV.x, UV.y, 0.0 );
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								}
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