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()
{

}