2025-01-29 22:18:03 -05:00

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shader_type spatial;
render_mode depth_test_disabled, skip_vertex_transform, unshaded, cull_disabled;
uniform vec4 albedo : source_color;
void vertex() {
POSITION = vec4(VERTEX.x, -VERTEX.y, 0.0, 1.0);
}
void fragment() {
ALBEDO = albedo.rgb;
ALPHA = albedo.a;
}