shader_type spatial;
render_mode blend_mix, unshaded, alpha_to_coverage;

uniform sampler2D screenMap: hint_screen_texture, repeat_disable, filter_nearest;
uniform sampler2D normalMap: hint_normal_roughness_texture, repeat_disable, filter_nearest;


void vertex() 
{
  POSITION = vec4( VERTEX.xy, 0.1, 1.0 );
}

void fragment()
{
  ALBEDO = textureLod( normalMap, UV, 0 ).rgb;
  ALPHA  = textureLod( screenMap, UV, 0 ).w;
}