shader_type spatial;
render_mode blend_add,unshaded;

uniform sampler2D tex_main : source_color;

//void vertex() {
    //mat4 modified_model_view = VIEW_MATRIX * mat4(
        //INV_VIEW_MATRIX[0],
        //INV_VIEW_MATRIX[1],
        //INV_VIEW_MATRIX[2],
        //MODEL_MATRIX[3]
    //);
    //MODELVIEW_MATRIX = modified_model_view;
//}

void fragment() {
	vec4 col = texture(tex_main, UV);
	ALBEDO = mix(col.rgb, COLOR.rgb, COLOR.a);
	ALPHA = col.r;
}
