shader_type spatial; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform sampler2D texture_normal : filter_linear_mipmap, repeat_enable; uniform float normal_scale = 1; uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001); uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01); uniform ivec2 albedo_texture_size; void vertex() { } void fragment() { }