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shader_type spatial;
render_mode blend_add,unshaded,depth_test_disabled;
uniform sampler2D tex_main : source_color;
uniform bool is_billboard;
void vertex() {
if (is_billboard){
vec3 billboard_offset = VERTEX;
VERTEX.xz = normalize(INV_VIEW_MATRIX[0].xz) * billboard_offset.x + normalize(INV_VIEW_MATRIX[2].xz) * billboard_offset.z;
VERTEX.y = billboard_offset.y;
}
}
void fragment() {
vec4 col = texture(tex_main, UV);
ALBEDO = COLOR.rgb * col.r;
ALPHA = COLOR.a * col.r;
}