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shader_type spatial;
render_mode blend_add,unshaded,depth_test_disabled,particle_trails;
uniform sampler2D tex_main : source_color;
uniform sampler2D tex_gradient : source_color;
void fragment() {
vec3 col_main = texture(tex_main, UV).rgb;
vec3 col = texture(tex_gradient, vec2(COLOR.a,0.5)).rgb;
ALBEDO = col;
ALPHA = COLOR.a;
}