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2 years ago
shader_type spatial;
render_mode depth_prepass_alpha,unshaded;
uniform sampler2D tex : source_color,filter_nearest;
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uniform float flash_white;
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void fragment() {
vec4 col = texture(tex, UV);
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if(col.a<0.5){discard;}
if(flash_white>0.0){
col.rgb = col.rgb * (flash_white + 1.0) * vec3(1,1,1);
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}
ALBEDO = col.rgb;
ALPHA = 1.0;
}
void light() {
DIFFUSE_LIGHT = vec3(0, 0, 0);
}