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shader_type spatial;
render_mode unshaded;
uniform sampler2D tex : source_color;
uniform float alpha;
void fragment() {
vec4 col = texture(tex, UV);
if(col.a<0.5){discard;}
//col.rgb = mix(vec3(0.0), col.rgb, alpha * 0.5);
col.rgb = mix(vec3(dot(vec3(1.0), col.rgb) * 0.33333), col.rgb, alpha);
ALBEDO = col.rgb;
ALPHA = alpha * 0.5;
}