// 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; }