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; }