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shader_type spatial;
uniform float target_y = 0;
varying vec3 world_position;
uniform vec2 pixel_size = vec2(0.02, 0.02);
void vertex()
{
world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
}
void fragment() {
float y = floor(world_position.y / 0.72) * 0.72;
ALBEDO = COLOR.rgb * y;
}