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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