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shader_type spatial;
render_mode unshaded;
uniform bool is_open = false;
uniform int mark_type = 0; //0空气墙 1黑块 2绿幕
uniform sampler2D tex : source_color;
uniform sampler2D tex_sub1 : source_color;
void fragment() {
if (is_open){
if (mark_type == 0){
discard;
}else if (mark_type == 1){
ALBEDO = vec3(0.0);
}else if (mark_type == 2){
vec3 color = vec3(0.0);
vec4 background = textureLod(tex, SCREEN_UV, 0.0);
vec4 background_sub1 = textureLod(tex_sub1, SCREEN_UV, 0.0);
if (background.a > 0.0){
color.rgb = background.rgb;
}
if (background_sub1.a > 0.0){
color.rgb = background_sub1.rgb;
}
ALBEDO = color;
}
}else{
ALBEDO = COLOR.rgb;
}
}